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"Hugo" <hua### [at] post3 tele dk> wrote in message
news:3c7d4779@news.povray.org...
> > *tries to imagine playing a first-person shooter with a refresh
> > rate of 2 frames per season, fails, tries again...*
>
> 3d games look impressing but they are not "raytraced".. However it's
> possible that these 3d engines in time will develop into raytracers, and
> replace Povray and a lot of other stuff.. :o(
>
> Hugo
Doubtful. The difference in speed is just too great. Sure, you could
raytrace an image that looks incredible, or scanline render an image with
100x the number of moving objects on screen at 4x the resolution. We'd have
to get to the point where raytracing could operate at 60fps with hundreds of
objects to make people give up scanline rendering.
...Chambers
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In article <3c80425a@news.povray.org>,
"Ben Chambers" <bdc### [at] yahoo com> wrote:
> Doubtful. The difference in speed is just too great. Sure, you could
> raytrace an image that looks incredible, or scanline render an image with
> 100x the number of moving objects on screen at 4x the resolution. We'd have
> to get to the point where raytracing could operate at 60fps with hundreds of
> objects to make people give up scanline rendering.
I don't think it is unlikely for raytracing to be used in games
eventually. Remember, the whole frame doesn't have to be raytraced, they
can use it just for reflections and transparent objects. I wouldn't be
too surprised to see a checkbox for "True Ray-Traced Reflections"
instead of environment-mapped ones. (for big, flat reflections like
floors, even environment maps aren't necessary, but for complex objects
or curves...)
It won't be any time real soon though, there are too many other things
that need to be improved. Mainly physics and more detailed environments.
--
Christopher James Huff <chr### [at] mac com>
POV-Ray TAG e-mail: chr### [at] tag povray org
TAG web site: http://tag.povray.org/
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"Christopher James Huff" <chr### [at] mac com> wrote in message
news:chr### [at] netplex aussie org...
> I don't think it is unlikely for raytracing to be used in games
> eventually. Remember, the whole frame doesn't have to be raytraced, they
> can use it just for reflections and transparent objects. I wouldn't be
> too surprised to see a checkbox for "True Ray-Traced Reflections"
> instead of environment-mapped ones. (for big, flat reflections like
> floors, even environment maps aren't necessary, but for complex objects
> or curves...)
Actually, the XBox game "Project Gotham Racing" uses real reflections on the
cars, but it only updates at, say, two or three frames per second and the
resolution is rather low.
--
#macro S(M)cylinder{E(M)<A,C,5>,<B,D,5>,.1,15}#end#macro E(P)#if(div(P,16)
)#declare B=-1;#declare D=-2;#end#if(div(P,32))#declare A=1;#declare C=0;#
end#if(div(P,64))#declare B=-1;#declare D=0;#end#if(div(P,128))#declare A=
1;#declare C=2;#end#end blob{S(192)S(96)S(48)pigment{rgb 8*z}} /** Ian **/
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