Is a Ray Tracing Mod Possible?
Is a Ray Tracing Mod Possible?
Ray tracing? Rtx Cards have been out a while. Is possible to add/mod DXR or ray tracing into the game?
Re: Is a Ray Tracing Mod Possible?
Who here has a PC that can handle that in a good way? People already complaining about their potato pc's
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Re: Is a Ray Tracing Mod Possible?
I know a guy who works at NASA, he said they might be able to handle down at the office but no promises.Wahlamt wrote:Who here has a PC that can handle that in a good way? People already complaining about their potato pc's
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Re: Is a Ray Tracing Mod Possible?
I have a 9900k and 2080ti and still can't get 125 fps on a national track.. I don't think ray tracing, all though it would be sick, would be possible with the current optimization of this game.
Re: Is a Ray Tracing Mod Possible?
You're doing something wrong then. But yeah, Ray tracing would done fubar your frame rate on this game.KaseoDip wrote:I have a 9900k and 2080ti and still can't get 125 fps on a national track.. I don't think ray tracing, all though it would be sick, would be possible with the current optimization of this game.
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Re: Is a Ray Tracing Mod Possible?
You'll probably need to hook into lars@crossmag existing post-processing files for sim, but it looks like it is possible. You don't need an RTX card, but the tensor cores will sure as hell help a lot. Not sure if PTGI will play nice with sim's materials/shaders or even the lighting for that matter, but would love for someone to give it a shot.
https://reshade.me/forum/shader-discussion/5450-ray-tracing-with-reshade-unofficial-guide
SEUS PTGI did wonders for Minecraft, but he is directly modifying the shaders through the Optifine mod. Obviously, don't try it if you have to hack your way into the shaders because that's technically modifying the game files and could land you in some serious trouble.
https://reshade.me/forum/shader-discussion/5450-ray-tracing-with-reshade-unofficial-guide
SEUS PTGI did wonders for Minecraft, but he is directly modifying the shaders through the Optifine mod. Obviously, don't try it if you have to hack your way into the shaders because that's technically modifying the game files and could land you in some serious trouble.
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Re: Is a Ray Tracing Mod Possible?
I also have my graphics maxed and almost every skin downloadedaeffertz wrote:You're doing something wrong then. But yeah, Ray tracing would done fubar your frame rate on this game.KaseoDip wrote:I have a 9900k and 2080ti and still can't get 125 fps on a national track.. I don't think ray tracing, all though it would be sick, would be possible with the current optimization of this game.
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Re: Is a Ray Tracing Mod Possible?
I have it working boys... Lemme play with it some more and I'll post a little tutorial
Re: Is a Ray Tracing Mod Possible?
How's it look? Let's see some video!LKR47 wrote:I have it working boys... Lemme play with it some more and I'll post a little tutorial
Fuck, I was really hoping to wait until the next gen of cards because I know my 1080 ti probably won't be able to really handle it but it does everything I need it to but if it's actually playable on the current gen... I might get out the wallet for a new GPU.
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Re: Is a Ray Tracing Mod Possible?
Long story short... It's trash. Like I figured, it doesn't work well with sim's lighting nor with the materials. Since there aren't any baked/real-time lights it struggles to find a source to hook in to and uses a default light from the current perspective. Also, since the materials on the bike/rider/track objects aren't PBR there isn't a need for reflections.
The only thing I think this may be useful for is ambient occlusion, but that comes at a heavy price. 15 rays with 10 meter ray length and 3 light bounces per-ray-per-frame brought me to 30 fps max settings with a rtx2070. I did a few tests with erode (forgot to take screens) and it helped some, but you're better off using the reshade AO from the post-processing I linked earlier. Right now in sim's current state I dont see a use for it as most of us hypothesized, but maybe when JLV introduces some new features like HDR environments this may be worth to come back to.
Here are some screens. The gray is the path traced AO. The colors are from the bounces that happen from the camera (light source).
*All of this is screen space calculated from the depth buffer and not simulated physical bounces
I'll still post a video on how to enable it sometime this week for those who want to try for themselves. It's super easy.
The only thing I think this may be useful for is ambient occlusion, but that comes at a heavy price. 15 rays with 10 meter ray length and 3 light bounces per-ray-per-frame brought me to 30 fps max settings with a rtx2070. I did a few tests with erode (forgot to take screens) and it helped some, but you're better off using the reshade AO from the post-processing I linked earlier. Right now in sim's current state I dont see a use for it as most of us hypothesized, but maybe when JLV introduces some new features like HDR environments this may be worth to come back to.
Here are some screens. The gray is the path traced AO. The colors are from the bounces that happen from the camera (light source).
*All of this is screen space calculated from the depth buffer and not simulated physical bounces
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Re: Is a Ray Tracing Mod Possible?
Damn, that Niklas Sandbox screenshot looks like MX vs. ATV. It'd be interesting to see a normally rendered screenshot for direct comparison. That dude's tracks look insane anyway.
Re: Is a Ray Tracing Mod Possible?
Thank you guys so much for looking into it!LKR47 wrote:Long story short... It's trash. Like I figured, it doesn't work well with sim's lighting nor with the materials. Since there aren't any baked/real-time lights it struggles to find a source to hook in to and uses a default light from the current perspective. Also, since the materials on the bike/rider/track objects aren't PBR there isn't a need for reflections.
The only thing I think this may be useful for is ambient occlusion, but that comes at a heavy price. 15 rays with 10 meter ray length and 3 light bounces per-ray-per-frame brought me to 30 fps max settings with a rtx2070. I did a few tests with erode (forgot to take screens) and it helped some, but you're better off using the reshade AO from the post-processing I linked earlier. Right now in sim's current state I dont see a use for it as most of us hypothesized, but maybe when JLV introduces some new features like HDR environments this may be worth to come back to.
Here are some screens. The gray is the path traced AO. The colors are from the bounces that happen from the camera (light source).
*All of this is screen space calculated from the depth buffer and not simulated physical bouncesI'll still post a video on how to enable it sometime this week for those who want to try for themselves. It's super easy.
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Re: Is a Ray Tracing Mod Possible?
I think Cray has a machine that could handle it.
Ain't that Cray cray cray?
Ain't that Cray cray cray?
jlv wrote:If it weren't for Havoc I'd have been arguing with the 12 year olds by myself.
Re: Is a Ray Tracing Mod Possible?
New lighting engine would be nice. Or atleast an update so that this game is graphically competitive with minecraft.
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Re: Is a Ray Tracing Mod Possible?
That would be worse....TeamHavocRacing wrote:I think Cray has a machine that could handle it.
Ain't that Cray cray cray?