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Inside the AI-Powered Rendering Tech Polyphony Digital Is Building for GT's Future [GTP]

F Fafalada Thans for the detailed answer :]

I remember reading that path tracing requires developers to potentially include a lot more out of sight geometry into the calculations for each frame. Would you say that that's made frustum testing and occlusion testing less important, or are they still very important, but maybe more difficult?

As for the LOD determination, I didn't know about that at all, but that sounds fascinating. Thanks for giving some clues to start researching.

The last part about dynamic geometry is really interesting, too. Thanks again. Need to think about that.
 
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That's not the point/question - the main weakness of precomputed visibility is that 'every change = wait times' so you negatively impact your iterations.
The process was already entirely automated, but when it's measured in days or hours, or double digit minutes - it's already a problem. And that's what it typically was in the 00s - we would run nightly builds to precompute visibility across tracks (and so did everyone else back then).
Most model training times are decidedly NOT measured in minutes or seconds.
I assume PS6 will have some GPU part dedicated to AI, designed to process things like this or PSSR in order to process them faster in a separated thread, while also freeing resouces from the CPU and the 'traditional' GPU part for other tasks.

Pretty likely this R&D is for GT8 & PS6.
 
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