How Unity is democratising dynamic graphics, and what it means for the next generation of games
You couldn’t walk five feet at this year’s Game Developers Conference without bumping into a talk on ray tracing. It was the hot topic of the show, with Unity Technologies announcing it had partnered with Nvidia to offer the engine’s users early access to real-time ray tracing via a preview function in the High Definition Render Pipeline. For developers, it’s a heady proposition: the ability to render industry-leading, dynamic, photorealistic graphics with heretofore unparalleled precision and ease. For players, however, it’s perhaps more challenging to rouse an interest in the nitty-gritty of physically simulated lighting effects – but, as Unity Technologies’ VP of graphics Natalya Tatarchuk explains, it’s about to change the face of videogames entirely.
At its keynote, Unity showed footage of a raytraced 2019 BMW 8 Series Coupé next to shots of the real thing and dared us to tell the difference. HDRP was initially rasterization-only: this is the way games have long rendered 3D objects on a 2D screen, with polygon meshes doing a decent (but computationally intensive) job of rendering high-fidelity scenes. “We’ve evolved HDRP to support ray tracing on whatever frequency you want to support,” Tatarchuk says. “With ray tracing, you are doing global operations, and optical computations in order to compute the resulting shadows from an area light, which is very similar to the way that real light bounces around the environment.”
ãã®èšäºã¯ Edge ã® June 2019 çã«æ²èŒãããŠããŸãã
7 æ¥éã® Magzter GOLD ç¡æãã©ã€ã¢ã«ãéå§ããŠãäœåãã®å³éžããããã¬ãã¢ã ã¹ããŒãªãŒã9,000 以äžã®éèªãæ°èã«ã¢ã¯ã»ã¹ããŠãã ããã
ãã§ã«è³Œèªè ã§ã ?  ãµã€ã³ã€ã³
ãã®èšäºã¯ Edge ã® June 2019 çã«æ²èŒãããŠããŸãã
7 æ¥éã® Magzter GOLD ç¡æãã©ã€ã¢ã«ãéå§ããŠãäœåãã®å³éžããããã¬ãã¢ã ã¹ããŒãªãŒã9,000 以äžã®éèªãæ°èã«ã¢ã¯ã»ã¹ããŠãã ããã
ãã§ã«è³Œèªè ã§ã? ãµã€ã³ã€ã³
NO MORE ROOM IN HELL 2
You're not alone in the dark
WINDBLOWN
Life after Dead Cells
COLLECTED WORKS - JOSH SAWYER
Journeying to the Forgotten Realms, Infinity and beyond with the RPG veteran
SCREENBOUND
Going deep in a mind-bending hybrid of perspectives
Trigger Happy
Shoot first, ask questions later
Grand strategist
Paradox's Mattias Lilja addresses the publisher's recent difficulties - and the plan to right the ship
Diablo IV
A progress report on the games we just can't quit
Ghosts 'n Goblins Resurrection
In Capcom's diabolical tribute, evil goes far deeper than the demons on the screen
SERENITY FORGE
How a near-death experience lit a fire in the Colorado-based developer and publisher
THE MAKING OF...ALIEN: ISOLATION
How a strategy-led studio built a survival horror masterpiece in Ridley Scott's image