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The study of sociotechnical systems and value judgments in technology is not without challenges and debates: Conflicting Values: Societies often have conflicting values, and technology development can raise questions about whose values should prevail. Balancing these values in a fair and equitable manner can be challenging. Cultural Relativism: The acknowledgment of cultural values raises questions about cultural relativism and the imposition of one culture's values on another. Striking a balance between respecting cultural diversity and upholding universal ethical principles can be complex. Technological Determinism: The influence of value judgments sometimes conflicts with the deterministic view of technology. Sociotechnical systems emphasize the human and social agency in shaping technology, challenging deterministic perspectives. Unintended Consequences: While value judgments guide technology development, they can also lead to unintended consequences. The choices made w...

BETWEEN RTX, DLSS AND UNREAL ENGINE 5: WHAT DOES THE FUTURE OF GAMING HOLD FOR US?

Never as in recent years have we had the opportunity to experience the evolution and change in the gaming industry, accustomed to perceiving generational leaps gradually and often without even realizing it, only to look back and find out how far we have come.

If we think about it for a moment, Ray Tracing took just three years to go from feature to normality, yet if we take just a few steps back, to be exact at Gamescom 2018 , the Project Sol media earthquake left everyone speechless, between lights and reflections in real time and that once mysterious object which has now become almost essential, the DLSS.

In the race for photorealism, the videogame industry has invested heavily in the development of ever more powerful machines, but the real change of gear occurred when we also started working on technologies able to collaborate with hardware and perform a synergic work to achieve the final result , without compromise.

For this reason Turing does not represent only a generational and performance leap, a refresh or a rebranding of the GeForce range, but its exaltation, bringing into our homes a new concept of PC Gaming, the one that photorealism has in its blood.

The Ray Tracing algorithm is no joke

To fully understand the RTX phenomenon it is necessary to clarify what lies behind these three letters. As we said, Ray Tracing undoubtedly represents one of the biggest evolutionary steps in the industry, a tool that has definitively changed the concept of lighting and its interaction with the surrounding environment reproduced by the PC, and the most recent implementations of this technology. have shown once and for all how a correct calculation of reflections, light sources and their consequences on surfaces can really overturn the concept of graphics. All through an algorithm that has actually existed for over forty years and that has been used in cinematography and design for several decades.

So why have we been talking about the NVIDIA revolution for years ? The ray tracing algorithm involves, in terms of performance, an exaggerated cost . Until two years ago, even thinking of putting it in the context of a real-time rendering was as liable to be abjured like Galileo's statements. Years in which we were already witnessing the projection of numerous films with ray tracing, because its implementation in cinematography was no less expensive in terms of resources but facilitated by processing times, which could last even hundreds of hours. The time parameter in cinema is in fact absolutely secondary, since only the final result counts.

The Turing architecture hides within it units capable of performing ray tracing calculations in an "interactive" environment, therefore while we display the content on the screen, more than 25 times faster than Pascal and this is just a clue of how much this technique can be expensive. In fact, today Turing represents the minimum condition for obtaining these effects. But this is certainly not just mere computing power. For this NVIDIA took the bull by the horns and developed the so-called denoising process, without which all this would never have been possible: the ray tracing algorithm creates a lot of noise, an amount so high that 3000 to 5000 samples per pixel would be needed to obtain a sufficiently adequate image quality. Figures that, in fact, can only be afforded in other areas, such as in the cinema.

The Denoising technique developed by NVIDIA is based on the same principles on which DLSS also rests: the neural network, deep learning and Tensor Cores . By studying a certain amount of stock images, the so-called NVIDIA Training Set , AI models are created to be fed to the Tensor Cores which will then be perfectly able to reconstruct the rendered image at just 4 samples per pixel .

To further improve the overall experience, NVIDIA has developed the DLSS, a system that would be reductive to define revolutionary . NVIDIA's secret weapon allows you to get an incredible Framerate boost using Artificial Intelligence. Not surprisingly, DLSS stands for Deep Learning Super Sampling . DLSS is one of the upscaling methodologies , a large group of techniques that, starting from an image at a given resolution, are able to obtain a final result with a higher resolution . In DLSS this process is proposed and improved exponentially thanks to AI and Deep Learning. NVIDIA's multi-year research work finally sees the light in its first iteration in 2019.

Initially foreshadowed by the much more promising Ray Tracing, the DLSS immediately showed its full potential on albeit few supported games, but in reality the research on AI-based rendering in the NVIDIA laboratories had already been standing for several years. The first hypotheses of use in the purely photographic field immediately made us understand how the application in the Gaming PC could shake the industry from its foundations.

The titles that marked the advent of Ray Tracing

The first year of life of the new 2000 Series RTXs hasn't exactly been downhill. Thanks to a limited number of titles although qualitatively excellent, both Ray Tracing and DLSS were able to show their potential only to a limited extent. Three the most significant titles of the first RTX phase, but also the only ones in the first months of diffusion: Battlefield V, Shadow of the Tomb Raider and the alienating Metro Exodus , the only one of the lot to present global lighting entirely managed in ray tracing.

The manifesto of the first wave was certainly Battlefield V with its incredible reflections , while we will have to wait until the following years to be able to appreciate the Quake 2 RTX tech demo , a clear example of how path tracing can distort the visual impact of a video game. The guys from Mojang managed to put a similar experience on the plate thanks to the reinterpretation of Minecraft with Ray Tracing and DLSS 2.0 .

Speaking of DLSS, its first implementation allowed to obtain excellent results in terms of performance, managing to provide up to 40% more frames per second . The price to pay was, of course, in terms of visual quality. How? Through the so-calledSuper Sampling . With DLSS the GPU is allowed to render at a lower resolution than the one set, then it will be this particular technique that will allow the PC to recreate an image as similar as possible to the native resolution one, despite the lack of pixel information. additional.

The additional information was certainly not randomly generated. Harnessing the potential of machine learning , NVIDIA trained its supercomputers to produce artificial intelligence models. These libraries, then distributed through Game Ready drivers, were the result of the sampling of countless frames and the related "perfect frames" produced by 64x supersampling, coming from every single supported game.

Each pair of images then ended up in the training set that taught the AI to fill in the game's FPS with the missing pixels. Precisely this step helps us to understand the real value of this technique and its substantial difference from the more traditional SSAA , which allows to perform the supersampling locally rendering the image at a higher resolution but which involves an extremely higher cost in terms of resources. of the GPU. In DLSS, this step is carried out precisely by the NVIDIA neural network and the end user will only receive the "digested" model to be fed to the Tensor Cores.

In the summer of 2019 comes a game that was worth all the ticket price by itself for the owners of the new GPUs: Control. A test of strength and substance, that of Remedy, which unleashed the full potential of Ray Tracing and DLSS with breathtaking effects.

Everything changes, again

During 2020, many software houses began to take steps to implement the new real-time lighting dogmas, until NVIDIA decided to give the market a further shake with the announcement of DLSS 2.0. The NVIDIA AI-mediated SuperSampling, in its second version, allows you to push even more on the lighting system without worrying about performance and image degradation. The new DLSS promises performance boosts of up to 75% and image quality close to the original.

DLSS 2.0 marks the definitive consecration of NVIDIA's miracle and manages to make us understand its philosophy once and for all. From this moment on it becomes an essential component for new generation games , with and without Ray Tracing. The same work by Remedy Entertainment first exploits the DLSS 1.9 and then veers towards the definitive version 2.0.

In our technical analysis of Controlwe were fascinated by the breakthroughs that NVIDIA has made. Thanks to the comparison between the initial version and the one with DLSS 2.0, we have actually verified how the new method at 1080p resolution is able to churn out better frames than the previous version at 1440p. In a very short time NVIDIA has managed not only to create but also to refine its filter to the point of making it so efficient that it can reduce if not completely eliminate the temporal ghosting.

The definitive solution lies in the removal of the limits imposed by the first generation . NVIDIA's new neural network allows you to overcome the barriers of single-game study: now the central unit can learn generic rules that apply to all supported titles. However, the novelties of DLSS 2.0 certainly do not stop there, since the numerous optimizations implemented by NVIDIA allow the Tensor Cores to maximize their efficiency and perform calculations at a speed almost doubled compared to the initial version. Where implemented, DLSS 2.0 will now allow you to choose between three different quality presets , allowing the end user to decide whether to set it to maximum quality, maximum performance or an intermediate solution.

An impressive generational leap but above all without contraindications, since support for the second version was also guaranteed for owners of first generation RTX video cards, namely the NVIDIA GeForce RTX Series 20. Among the best titles to highlight the feats of your Tensor Cores, we definitely recommend returning to the wastelands of Metro Exodus with the beautiful Enhanced Edition , free for owners of the original version. A brilliant title from a technical point of view, which allows you to fully enjoy Ray Tracing in one of its best implementations ever. Never as in this title the use of DLSS is essential. Its activation will accompany us in a fluid game world and simply perfect in terms of sharpness, without practically ever coming to terms with the devil. A look towards the new generation, through the lenses of a world devastated by atomic war.

Today we can get lost in the transgression of Night City and be terrified by Capcom and its horrifying Resident Evil Village , in whose technical analysis we could see the greater propensity of the new NVIDIA GPUs in the management of Ray Tracing in absolute terms, even without the use of the DLSS.

Still today, we count more than 50 compatible titles. The panorama that stands out in front of us could not be more rosy. A 2021 already unequivocally marked by the Enhanced Edition of Metro Exodus and by Ghostrunner's overwhelming blaze of neon sees the arrival of DLSS also in virtual reality thanks to the 2.1 update, the state of the art . NVIDIA's latest update raises the bar even further, putting native resolution rendering in check . The latest version of the DLSS aims, in no uncertain terms, at 8K. Thanks to the Ultra Performance Mode it is in fact possible to draw on an additional tank of Frames on titles such as Wolfenstein:. However, this mode is strongly recommended only at very high target resolutions, under penalty of a heavy compromise of the aesthetic component.

As we said, with the advent of 2.1, the DLSS finally lands also in VR and getting lost in the deep space of No Man's Sky in search of glyphs and portals has never been so satisfying. Wearing the headset, the procedural universe of Hello Games is ready to take the breath away of old and new navigators with doubled performance compared to the past and now really within everyone's reach, allowing to obtain a stable framerate of 90FPS at Ultra details on an RTX 3080 .

What direction for the future?

NVIDIA itself has been at work for some time now on the so-called Ray-Traced Caustics , or the reproduction of a physical phenomenon generated by reflected rays, caustics . It is the common behavior of light that draws particular geometric shapes in response to the encounter with certain specific surfaces. The most effective example is undoubtedly that of the shapes that are drawn on the bottom of a swimming pool when the sun is high or on the ceiling if it is an indoor pool, or even the drawings impressed on the wall or on the table by a glass.

Clearly, the arrival of RTX cards on the market has greatly influenced the professional graphics sector as well, where these technologies have drastically impacted not only on the creation and rendering process but also on production times.

A practical example of the interference of the tools that were once specific to the videogame industry in the professional field are precisely these fine plays of light, obtainable through the Photon Mapping algorithm , already implemented in real time in the Unreal Engine 4.

About Epic

Unreal Engine 5 will bring Lumen and Nanite to the table. On the one hand we have Lumen, a global dynamic lighting system that can be calculated in real time with completely different Ray Tracing methods compared to what is proposed by NVIDIA - which therefore does not require dedicated hardware to work. All with a tool perfectly integrated into the graphics engine and able to generate light maps with just a few clicks, saving designers and planners a huge amount of work and at the same time guaranteeing a wide compatibility with the video cards on the market.

Of course, Lumen also has its limitations and mainly concern the type of supported geometries and the general yield. Among other things, the production of artifacts is not excluded, at least in the earliest versions. For this reason Lumen will not give up the hardware acceleration of Ray Tracing effects through those dedicated computing units present in the latest generation GPUs, such as the RT-Cores and Tensor Cores of the RTX cards. It will therefore be possible to benefit from these highly specialized units to obtain a better final result, with reflections on the internal and external surfaces more precise and photorealistic, expanding the possibilities of the engine but at the same time reducing the amount of compatible configurations

In Unreal Engine 5 there will also be space for Nanite which, on the other hand, aims to overturn the concept of rendering from the root. The new Epic algorithm will allow you to import cinema-quality and uncompressed assets , regardless of the number of polygons present, to bring them to the screen in a much more efficient way than current standards, instantly scaling the LOD and therefore the polygons based on the level of magnification with respect to the viewing point. The parent company promises unlimited levels of detail , in no uncertain terms, and the first field teststhey do not disprove these claims. Again, implementation is a matter of seconds. Just a check on the static elements to be converted into Nanite mesh to make the change effective.

Ahead of the schedule?

It is therefore clear that the forward-looking work of the major players in the industry is starting to bear fruit. A clear reversal of the trend compared to the past in which it was necessary to intervene from the foundations to ensure a better optimization of resources in the generations to come, through the rewriting of the dogmas of the sector and their replacement with new algorithms and new concepts of gaming.

Tools like artificial intelligence have allowed us to make an unprecedented generational leap, dramatically reducing " cooking times ", while the streamlined workflow process will help developers achieve even more incredible results with greater simplicity.

We just have to grab the mouse and keyboard or, for those who prefer, the controller and fasten the seat belts because if we have tasted the best, the best is yet to come .

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