We had rumors for months as to what the next NVIDIA card would be, when it would release, and what it would cost. But, we are getting closer to a possible release. NVIDIA only goes so long before they release a new card. So…
Ray Tracing is a way of rendering a scene. Its big advantage is in rendering very realistic images. For instance, most of an Ikea catalog is made from rendered images that for a long time I thought were RL photos.
The reason it isn’t used so much in games is the cost of rendering the images. So, software like AutoDesk’s AutoCAD use it as real time rendering isn’t needed. The primary task is prototype product images, pictures of products not yet existing in RL. Only within the design process… a computer. Making it more of a snapshot thing than a movie camera.
NVIDIA adding in a Ray Trace feature will being higher quality graphics to more games. Less time will be spent calculating the effect of lights and shadows.
For use in Second Life it isn’t going to be a big plus or even a change. The SL render engine is required to support older systems. So, adding a ray trace feature to the engine is not going to be a high priority, if it is even a consideration.
However, the card will be faster and likely have faster video memory.
There is debate in the SL Forum as to which video card is a better choice for Second Life™. I’ll try to provide the information needed to make a decision. But, I don’t see a deal maker or breaker that would pull the choice to any one card.
Also there are no good benchmarks, yet, of which new cards work best with Second Life. The following benchmark tests show the cards’ performance are very dependent on how the game is designed.
In the above video he is testing DirectX12 verses Vulkan. Vulkan is the next generation OpenGL. While development on OpenGL has not stopped, it appears to be similar to SL and Sansar. Except I have no doubt Vulkan will be the render engine of choice for most game makers moving on from OpenGL. Continue reading →
Until recently video cards were given geometry (the mesh world), lights, and a camera position and they rendered an image. As the camera moved the geometry was reloaded shaded and rendered again with mesh and lights in relation to the camera. (Which is technically saying it backward. Consider the camera fixed and to change the view we move the world. Think of your computer screen as the camera. It sits on your desk never moving. Everything displayed on it moves. Thus the reason for reloading geometry.) Continue reading →