NVIDIA RTX 3080安培射线追踪Jensen Huang

Since the inception of 3D graphics, achieving photorealism has long captured the imagination — through the work of iteration on graphics processing architectures, it first made its way to offline renders aimed at mass theatrical consumption, but none of it was really achievable in any feasible capacity for gaming. The calculus is simple — to render physically-accurate scenes, path-tracing needed to be on the table, but because it was impossible to fit into a tight rendering budget (typically 33ms at 30FPS on the lowest end) through the pure use of programmable shaders, no developer could ever justify the proposition.

自从3D图形诞生以来,实现逼真度就一直吸引着人们的想象力-通过图形处理体系结构的迭代工作,它首先进入了针对大规模戏剧消费的离线渲染的方式,但是在任何可行的能力下,这一切都无法真正实现游戏。 演算很简单-渲染物理上精确的场景,需要在桌子上进行路径跟踪 ,但是因为不可能完全通过使用可编程的方法来适应紧张的渲染预算(最低端为30FPS,通常为33ms)着色器,没有开发人员可以证明这一主张是正确的。

That would soon change as NVIDIA released its first-ever consumer-grade GPU with dedicated hardware ray-tracing capabilities back in 2018 — the support was sparse at first, but as developers familiarized themselves with the technology, the standard has been set for what will soon be the future of gaming. Long gone are the days when artists would have to manually bake instances of global illumination to simulate the appearance of indirect lighting, or resort to static scenery to curb the steep budget of dynamic shadows and real-time ambient occlusion — if those hefty processes are calculable in a reasonable rendering budget, the burden on artists to recreate realistic lighting conditions is bound to be greatly reduced.

随着NVIDIA于2018年发布首款具有专用硬件光线跟踪功能的消费级GPU,这种情况很快就会改变-支持最初很少 ,但随着开发人员熟悉该技术,该标准已经确定即将成为游戏的未来。 如今,艺术家必须手动烘焙全局照明实例以模拟间接照明的外观,或者诉诸于静态风景以遏制动态阴影和实时环境光遮蔽的庞大预算 (如果这些繁重的过程是可计算的)的日子已经一去不复返了。在合理的渲染预算中,艺术家重现逼真的照明条件的负担必将大大减轻

If ray-tracing does indeed serve a logistical purpose in a time where game development amid a global pandemic isn’t exactly forthcoming, NVIDIA’s latest breakthroughs have massive implications for the end-user experience. From the increase of ray-tracing performance two-fold gen-on-gen to providing the production value of a multi-thousand dollar setup for the average content creator, the general theme of the RTX 30 series is that it brings what was once already a palpable proposition for game developers and end-users into something they can both justify investing time and money into — more people get to play games at higher graphical fidelity, and more developers are compelled to seize that market opportunity so they can satisfy that demand at no significant extra charge.

如果在全球流行病尚未完全到来之际,光线追踪确实确实在后勤目的上发挥了作用,那么NVIDIA的最新突破将对最终用户体验产生重大影响。 从将射线追踪性能提高两倍的代代相传到普通内容创作者提供价值数千美元的装置的生产价值,RTX 30系列的总体主题是它带来了曾经对于游戏开发人员和最终用户而言,这是一个显而易见的主张 ,他们可以证明投入时间和金钱是合理的—越来越多的人以更高的图形保真度玩游戏,并且更多的开发人员被迫抓住这一市场机会,从而可以满足他们的需求。没有明显的额外费用。

That’s what confounds most about NVIDIA’s latest announcements — the general upheld notion about technological progress is that cost scales linearly with capability, but for many of the ray-tracing and standard rasterization improvements enabled by the Ampere architecture, it means even less barrier to entry for those who wish to take advantage of it. It’s no surprise then that major publishers like Activision and EA have already hedged their bets on greater ray-tracing support — democratizing this technology will be the next step to achieving ubiquity.

这就是NVIDIA最新公告最令人困惑的地方–关于技术进步的普遍支持的观念是成本与能力成线性比例,但是对于Ampere架构实现的许多光线跟踪和标准光栅化改进,这意味着更低的进入门槛那些希望利用它的人。 不足为奇的是,像Activision和EA这样的主要发行商已经在更大的光线跟踪支持上押注他们的赌注 -使这项技术民主化将是实现普及的下一步。

When NVIDIA CEO Jensen Huang appeared on last night’s presentation to sing the praises of their newest produce, he came prepared — from real-time footage of upcoming high-profile releases, to demos that thwart what Turing was capable of, the improvements are hard to miss. Turing was saddled with the warts of a first-generation product where the ray-tracing implementation hadn’t yet been fully refined, but with a process node shrink coupled along a growing body of research on best practices for optimal rendering performance, the company hopes to make Ampere the no-brainer of ray-tracing GPUs — convincing players to sacrifice framerate for graphical fidelity was always a tall order, and it’s clear that NVIDIA’s goal through this new architecture is to make that consideration a non-factor.

NVIDIA首席执行官黄仁勋(Jensen Huang)在昨晚的演讲中出现,以歌颂他们最新产品的赞誉时,他做好了准备-从即将推出的备受瞩目的版本的实时录像,到阻碍图灵能力的演示程序,都很难做出改进小姐。 该公司希望第一代产品的弊端使 Turing感到困惑, 在该产品中,射线追踪的实现尚未完全完善,但随着Craft.io节点的缩小以及对最佳渲染性能的最佳实践研究的不断发展 ,该公司希望要使Ampere成为光线追踪GPU的佼佼者, 就必须说服玩家为实现图形保真度牺牲帧速率始终是一项艰巨的任务 ,而且很显然,NVIDIA通过这一新架构的目标是使这一考虑成为一个没有考虑因素。

NVIDIA’s fully path-traced ‘Marbles at Night’ demo running in real-time on Ampere.
NVIDIA的全路径跟踪“夜间大理石”演示在Ampere上实时运行。

If this so far has sounded like a marketing spiel and not a show of what is truly possible, a reconsideration is in order — Digital Foundry got to test out the RTX 3080 early, and even barring driver optimizations which are yet to come, they were able to yield some gargantuan gains for a fraction of the price of last gen’s proposition. The second-hand market for RTX 20 series GPUs will no doubt find renewed interest in the next few months, but what should be more interesting to observe is the potential exodus of players who’ve long held off on an upgrade from their Pascal and Maxwell GPUs onto the new platform — to have 4 year-old cards reigning absolute dominance over Steam’s hardware survey was an obvious deterrent from further adoption of ray-tracing, but if the price of Ampere cards manage to stay reasonable through inevitable shortages, this might soon change.

如果到目前为止,这听起来像是一场营销狂,而不是真正的显示,那就需要重新考虑-Digital Foundry 必须尽早测试 RTX 3080,甚至禁止尚未进行的驱动程序优化。能够以上一代人的命题价格的一小部分产生巨大的收益。 毫无疑问,RTX 20系列GPU的二手市场将在接下来的几个月中重新引起人们的兴趣,但值得一提的是长期以来一直坚持从Pascal和Maxwell升级的玩家的潜在外流将GPU移植到新平台上-在Steam的硬件调查中拥有4年历史的卡一直占据绝对优势,这显然是进一步采用光线追踪的威慑力,但是如果Ampere卡的价格能够通过不可避免的短缺而保持合理的价格,则可能很快更改。

Since next-gen consoles were announced, the question has always been what exactly does the PC have to counter the lofty promises made — at NVIDIA’s launch event, so much of that was largely put to bed. If consoles will enjoy the advantages of closer-to-the-metal coding, they seem to have been vastly outpaced by the sheer performance gains of NVIDIA’s upcoming architecture — if it looked at first like the PlayStation 5 and Xbox Series X triumphed above a significant chunk of the graphics card market in terms of performance, Ampere and Big Navi are poised to shift that balance back in favor of the PC platform.

自从宣布下一代游戏机以来,一直存在的问题是,PC到底该如何应对NVIDIA的发布活动所做出的崇高承诺 ,因此其中大部分已被搁置。 如果游戏机将享受更接近金属编码的优势,那么它们似乎已经远远超过了NVIDIA即将推出的架构所带来的巨大性能提升—如果它看起来像是PlayStation 5和Xbox Series X最初取得了重大突破,就性能而言,显卡市场是一大块,Ampere和Big Navi有望将这种平衡重新转移到PC平台上。

Market considerations aside, the question about photorealism seems to be for the first time a matter of volition rather than ability. In yesteryears, rendering anything approaching the fidelity of a VFX-lathered movie in real-time was firmly the domain of fantasy, but now it looks like the only thing preventing developers from going down that route might be purely a matter of artistic choice — if it’s indeed well within reach to make life-like characters more of a frequent fixture, the clear separation between interactive entertainment and live-action content often presents itself as a necessity. Still, that it is at all possible is a big leap forward from where we were even two years ago — it’s impossible to understate just how deep the implications are for the gaming industry.

撇开市场考虑,关于写实主义的问题似乎第一次是意志力而不是能力 。 在过去的几年中,实时呈现逼近VFX泡沫电影的逼真度始终是幻想的领域,但是现在看来,阻止开发人员走那条路的唯一方法可能纯粹是艺术选择的问题 -如果要使栩栩如生的角色更加频繁地使用,确实是可以实现的,交互式娱乐和真人内容之间的清晰区分通常是必须的 。 尽管如此,与两年前的情况相比,这绝对是一个巨大的飞跃–不可能低估游戏产业的影响之深。

It then stands to reason why NVIDIA chose to lead their presentation with footage of ray-tracing in Fortnite — if the most ubiquitous gaming experience in the world can have it, other less-inclined developers may yet follow in their footsteps. AMD’s counter-proposition is still on the horizon, and if both manage to drive the momentum of real-time ray-tracing forward, the entire gaming ecosystem is in for a good treat. Whether the promises of a radical transformation will pan out in subsequent years is still very much up in the air, but preliminary indications show great promise.

这就足以说明NVIDIA为什么选择以Fortnite中的光线追踪镜头为演示文稿进行演示的原因 -如果世界上最普遍的游戏体验能够拥有它,那么其他不那么感兴趣的开发人员可能仍会跟随他们的脚步。 AMD的反对主张仍在眼前 ,如果两者都能够推动实时光线追踪的势头向前发展,那么整个游戏生态系统都将受到良好的欢迎。 彻底转型的希望是否会在随后的几年中实现还悬而未决,但初步迹象显示出巨大的希望

翻译自: https://medium.com/swlh/nvidia-rtx-3080-ampere-ray-tracing-jensen-huang-fc56f18ed848

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