Shangounchained
Banned
So apparently the ps2 was capable of realtime raytracing and even more imprssive it could do that without using its cpu.

I feel like the only games that would work for the ps2 raytracing is silent hill 2/3. Maybe some racing games??? Don’t you need real lighting for raytracing to work?
I think what is happening is that the scene is being rendered into a texture and that texture is being texture mapped onto the sphere is really impresive as this kind of of effects consume lot of rendering time as you have to render the scene or part of it 2 or 3 times
Sony has been working on it for quite some time. Polyphony Digital has done many GDC panels on RT from the PS3 with GT as well.
A good indication to which future tech will be utilized in future generation consoles is to pay attention to those GDC panels.
Which is exactly what the PS2 excelled at. The fillrate was insane so I from what I've read a lot of special effects were done by simply rendering the frame a few times. That's why some games from the PS3 gen seemed to have less effects (one thing that sticks out for me is GT4 has that heat blurring effect, but I'm pretty sure 5 and 6 didn't).I think what is happening is that the scene is being rendered into a texture and that texture is being texture mapped onto the sphere is really impresive as this kind of effects consume lot of rendering time as you have to render the scene or part of it 2 or 3 times because of the amount of work required some games with mirrors or water only mirror part of the scene, more simple versions of the scene or miss certain objects like characters
PS2 was a king of multipass rendering.
You mean PS2 could do 16 times the detail?exactly, ps2 was designed this way as some kind of future proof I remember some comments that mentions it can do 16 times the entire screen
exactly, ps2 was designed this way as some kind of future proof I remember some comments that mentions it can do 16 times the entire screen
What would be more interesting is seeing a game with PS2 or PS3/360-quality assets on next-gen systems with ray-tracing.
Gt sport have been experimenting on it, at 8k 120fps i bet the ssd is the real hero behind thisPretty much any 3D system is capable of real-time raytracing, since it can be implemented via a software solution. I suppose PS2's particle fillrate bandwidth would give it some type of advantage, but aside of that it doesn't have anything in particular that made it capable of ray-tracing and Xbox/Gamecube/Dreamcast incapable of it.
Just for commercial software at the time, it would have been a very dumb idea to implement because you'd have VERY little resources left for actual game assets, logic, AI etc.What would be more interesting is seeing a game with PS2 or PS3/360-quality assets on next-gen systems with ray-tracing. They would likely be able to push full-on ray-tracing in real-time, whereas most next-gen games with next-gen tier assets will be lucky to get partial, selective ray-tracing at most.
That's what I would like to see too.
But rt depends on resolution and it will be pretty hard to sell a 720p cell shaded rt game... DF will count pixels and shit all over it.
Gt sport have been experimenting on it, at 8k 120fps i bet the ssd is the real hero behind this
Pretty much any 3D system is capable of real-time raytracing, since it can be implemented via a software solution. I suppose PS2's particle fillrate bandwidth would give it some type of advantage, but aside of that it doesn't have anything in particular that made it capable of ray-tracing and Xbox/Gamecube/Dreamcast incapable of it.
Just for commercial software at the time, it would have been a very dumb idea to implement because you'd have VERY little resources left for actual game assets, logic, AI etc.What would be more interesting is seeing a game with PS2 or PS3/360-quality assets on next-gen systems with ray-tracing. They would likely be able to push full-on ray-tracing in real-time, whereas most next-gen games with next-gen tier assets will be lucky to get partial, selective ray-tracing at most.
That's just a bunch of assorted demo-scene effects.Hearing about this years down the PS2's life cycle seems weird.
I still wish we got the originally planned gpu developers that had worked on the ps2 for the ps3.
Nintendo 64 raytracing at a blazing fast speed:
I'd love to see more old hardware raytracing.
The PS2's engineering design was indeed a marvel......It was above other consoles in so many ways.....Thanks to Ken Kutaragi and his beast mode mind.....I always found it so impressive that while it lacked a few “modern” features and had others not really working well (anisotropic filtering lod calculation, a problem PSP kind of inherited), it could do things other HW could not even dream of doing and would still have a bit of a cold sweat doing for some time.
Try to switch texture, blending mode, primitive type (say from triangle strip to fan or viceversa), and flush your depth buffer... essentially switch render state per object you render and see if the performance does not tank on other GPU’s.
For me PS2 is a bit like The Barbican here in the U.K. (London): it took past problems/bottlenecks (as well as perhaps old approaches to break free of them) and used the best tech it could to solve them with a mix of elegance and brute force/raw strength. In some cases it was forward looking (VU’s for example) and in others it was an evolutionary dead end... but what a swan song it was.
Nintendo 64 raytracing at a blazing fast speed:
I'd love to see more old hardware raytracing.
every 3D capable machine can do raytracing... literally all of them.
it's not about "if" it's about how fast.
It's just a different algorithm for finding where light goes. Computer graphics is typically all about finding clever ways to approximate realistic graphics, but ray tracing is a brute-force "shoot a bunch of rays from the light source, follow them through a reasonable amount of reflections, then use that info to figure out the lighting/shading."I don't quite get it. What is raytracing and why is it all developers can talk about? Is it actually the game changer they try to portray? To me it just looks like slightly improved lighting/reflections. Does it take a lot of time/effort to get this working as well? I feel like we have long since reached the point of diminishing returns with graphical fidelity. I feel more effort should be placed in focusing on gameplay and game systems - especially if this adds even more time/money to the development of a title.