Metro Exodus ~ NVIDIA RTX Real-Time Ray Tracing Tech Demo
4A Games 释出《地铁:流亡》结合 NVIDIA RTX 技术展示影片
转载 - 巴哈姆特(https://gnn.gamer.com.tw/0/160510.html)
《战栗深隧:流亡(Metro:Exodus)》又称:《地铁:流亡》研发商 4A Games 今日在 2018 游戏开发者大会(GDC 2018)宣布,与 NVIDIA 合作 RTX 光影追踪技术,为《地铁:流亡》带来实时光线追踪的全局照明,同步公开《战栗深 隧:流亡》科技展示影片。
NVIDIA RTX 能在 NVIDIA Volta 架构的 GPU 上运行可高度扩充的光影追踪技术,实时光影追踪能取代多数现今所使用的标准技术,透过各种拟真光学运算方法,仿真出真实世界的光线行为,产出更逼真的影像。
4A Games 表示,今日释出的技术展示影片,展示了《地铁:流亡》运用 RTX 技术在 4A 引擎下的成果、为实际游戏的内容,届时在实际游戏场景中研发团队也将利用实时光影追踪技术来呈现。
PC/PS4/Xbox One《地铁:流亡》预定今年秋季问世。
NVIDIA Reveals Collaboration with 4A Games on RTX Technology at GDC 2018
We are happy to announce our collaboration with NVIDIA using RTX technology to include real-time ray traced Global Illumination in our upcoming game, Metro Exodus.
During the NVIDIA press conference at GDC 2018, NVIDIA and Microsoft announced a graphic technology that video game developers have been waiting for. At 4A Games, we have always strived to be at the cutting edge of technology with the 4A Engine, and we’ve had a long standing relationship with NVIDIA that has always enabled us to achieve that goal.
Rather than create a theoretical tech demo to showcase this new RTX technology running in the 4A Engine, we wanted to explore a practical application in an in-game scenario that our fans could directly benefit from. This demonstration shows RTX implemented and running in Metro Exodus, on our proprietary 4A Engine, using actual game content - you might recognise this environment from our 2017 E3 trailer! We have utilized true raytracing to render both Ambient Occlusion and Indirect Lighting in full realtime, in a practical in-game scenario. The demo can be seen running at NVIDIA’s booth at GDC 2018.
“For many years, proper global illumination has been the holy grail of real-time rendering. There have been various solutions in the past, but all have had to compromise in some critical area.
Offline pre-rendered GI offers a great visual target, but sacrifices flexibility in production, in-game dynamics, and uses a lot of memory. Prior realtime solutions were always limited by distance of light propagation, lack of data behind objects or screen edges and produced visual issues like leaks or unnatural lighting.
But this is the point where hardware steps in bringing truly scale-independent ambient occlusion by allowing brute force tracing of multiple rays from each pixel several hundreds of meters each frame.
Dynamic lighting has always been a priority for the Metro series. We intentionally avoided pre-baked data and were relying on real-time methods to build our visuals to support more flexible, dynamic gameplay. Global Illumination is highly important for the proper "grounding" of objects and readability of shapes, which in turn create improved ease of navigation and enhanced visual impact for the player.
Previously, we had utilized a mix of several custom-made systems to satisfy our hungry demand for dynamic content of varying scale. Now we are able to replace it with one single system that covers all our needs and outputs the quality of offline renderers.” - 4A Games’ Chief Technical Officer, Oleksandr Shyshkovtsov.