New Brigade 3 video (Real time path tracing, running on 2 GTX Titan)

In the presentation they wheren't talking about oculus and sony hmd support for real time implementations but for 3d movies

But they also said that everything that Octane support will be integrated into Brigade, their local/cloud game engine. They are aiming to provide full-on film production approach to game making.
 
But they also said that everything that Octane support will be integrated into Brigade, their local/cloud game engine. They are aiming to provide full-on film production approach to game making.

hmm.. didn't pick that up, must have missed it. I still think it will be years off before you see any of this type of stuff for VR, so don't get your hopes up!
 
hmm.. didn't pick that up, must have missed it. I still think it will be years off before you see any of this type of stuff for VR, so don't get your hopes up!

Raytracing will remain in domain of professional presentations, but in 2-3 years... 1080p75 rendered for VR in local machine will become viable for those have great PCs [not for general population].

In near term, I can see this engine being used by companies who want to create stunning VR attractions (like that Game of Thrones elevator), real-estate showcases, travel, entertainment. Experiences that will be powered by expencive Titan-filled workstations, but highly effective as marketing tools.
 
Raytracing will remain in domain of professional presentations, but in 2-3 years... 1080p75 rendered for VR in local machine will become viable for those have great PCs [not for general population].

In near term, I can see this engine being used by companies who want to create stunning VR attractions (like that Game of Thrones elevator), real-estate showcases, travel, entertainment. Experiences that will be powered by expencive Titan-filled workstations, but highly effective as marketing tools.

Yeah, I was more talking about consumer VR. Average PC hardware needs to come to a point where you can render this virtually noise free at high enough resolutions and framerates.

The nice thing is that detail is virtually free. You can do some really complex scenes, animations and effects and instead of getting frame drops, the image gets noisier.

I think for VR its better to get noise then to get framedrops so this type of engines might be the best way to go for VR. besides the obvious increase in realism, its already pretty fast. GPU's are great at this stuff
 
Glad to see these guys progressing. My bullshit alarm often signals on these kinds of projects be it voxels, ray tracing and "unlimited detail." (not that they aren't real, but there is a big difference between making a neat rendering demo and making something thats workable in a real game engine/production environment). These guys have kinda shown the goods tho, especially with the most difficult part of it: multiple animated models in the scene.

Still a while before the PC will do this well, but a few good noise algos and some caching/cloud solution could go a long way...

As others have suggested at the very least this could be amazing for light map baking.
 
Yeah, with a lot of indirect light or complicated paths, path tracing can become very inefficient, so something like MLT would be useful. I asked about MLT on one of their videos but they didn't say anything. Maybe it doesn't reach "steady state" fast enough, who knows (in Metropolis sampling one often does "burn-in" by discarding the initial samples to get rid of any bias caused by the initial state). Maybe they are working on it.
Maybe it's just hard to do, and they focus on other avenues fist.
By the way, it gets even better than MLT. MEPT efficiently solves glossy to glossy engergy transport:
MEPT.jpg

In the future, we might even go away from point sampling alltogether.
https://www.fxguide.com/featured/the-state-of-rendering-part-2/#octane
Exciting times, anyway.
 
I saw another cityscape demo using ray tracing a while ago. I don't think it was from these guys. It was similarly impressive though.
 
How about them Diminishing Returns?

Tell me about the diminishing returns that everyone are rambling about in every other thread.
 
Glad to see these guys progressing. My bullshit alarm often signals on these kinds of projects be it voxels, ray tracing and "unlimited detail." (not that they aren't real, but there is a big difference between making a neat rendering demo and making something thats workable in a real game engine/production environment). These guys have kinda shown the goods tho, especially with the most difficult part of it: multiple animated models in the scene.

Still a while before the PC will do this well, but a few good noise algos and some caching/cloud solution could go a long way...

As others have suggested at the very least this could be amazing for light map baking.
I am kind of the same way, the old "unlimited detail" stuff seemed unlikely to succeed, and if I recall correctly the company ended up doing something related to maps instead.

I'm glad that Brigade is still making progress, and if there are better ways to reduce noise in the future (or sheer processing power takes care of it), that will indeed be crazy.
 
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