Yes you can think of it like that too, and its more easy to try in real life, Play music in one room and you go to another room and listen, close the door and hear difference :D
Funny enough we've had raytraced audio over a decade ago, with creative EAX 3 and it sounded so much better... games that fully supported it were quite spectacular sounding, audio source positioning was very accurate, unlike nowadays. It's weird that hardware audio acceleration died like it did.
I think it has to do with people not liking the idea in buying another hardware to just do one specify task, when there are many inexpensive solutions. Like, it makes sense if your job requires it, but for the average gamer, it's not. This is why Nvidia integrated their Raytracing accelerated hardware with their GPU. If they had sold it separately, it would have been a very difficult sell to gamers.
Now this was a truly useful episode for me, however there IS way to let the ray go "infinitely", if you record the limits of the scene boundaries - so for example if the furthest x point is 100.0 & -100.0 respectively - and split the scene into boxes (where you can then use the old 2d ray trace method of roughly "if ( rx >= ry ) rx += inc; else ry += inc;") you can then cut off any ray the moment it's rx value goes outside those scene boundaries for the x-axis because at that point you know for sure nothing can be seen beyond that point, this can be further sped up but splitting each scene into sub scenes that are not absolutely positioned but placed at an offset from 0.0 based on how far from the focused sub scene it the sub scene is (e.g. frontScene->z = activeScene->layer - frontSceneA->layer), this gives you a fixed distance based on how many front sub scenes are drawn in the first place, the over arching scene will always be drawn at low poly and unobstructed light state, this will never be noticed because the sub scenes in front of the active scene will hide any low poly stuff. I'm in the middle of learning OpenGL atm so when I've progressed enough to start drawing full on scenes and not just few triangles with a texture here and there I will programme an actual example of what I mean.
@Doctor Zoidenberg I already have rough math for it, I just need to finish building an environment to refine it in since trying to do so with a pen & paper ain't happening
I'm a bit late to the discussion, but what would happen in the case of two perfectly reflective surfaces facing each other? Would the ray infinitely bounce since there's no end condition?
@@4P5MC no, that's what the scene boundaries are for, if the ray get's longer than the difference between it's emition/bounce point and the scene boundaries then you simply stop the loop as it's impossible for it to hit any stored objects at that point
@@4P5MC I should point out that using the difference between the emition/bounce point is actually the slower method of cutting off the ray loop, the faster method is to first put it's angle in normalisation territory relative to the scene and then work out which corner it's facing, after that you simply take part of the scene's total height & width (so offset everying so there are no negatives including the start point of the ray), minus the ray starting point from the part you took, multiply the normalised angle x/y values against those parts and you'll have the max distance the ray can travel in any dimension, much faster than square root, albeit more complicated
Good video, but misses a bit of the explanation. See the premier comments about people misunderstanding about how many rays are emitted from rough surfaces.
Raytracing for sound (or just some for of holophonic sound) is something I've always been asking for in games. While graphics have kept improving at an incredible rate, sound has mostly remained the same for many years. The most I get out of stereo sound with headphones is to be able to tell that something is to my right or left and gauge the distance from the volume. It really breaks all immersion for me. And it's not like you need one ray for each pixel when it comes to sound, because there are no pixels! There is something to that end from dolby, but it completely proprietary and expensive and almost no games use it. What I want is good 3d sound to be standard and expected in 3d games, not an expensive gimmick.
You can technically use ray casting (not ray tracing, that's impossible, fragment shaders operate on a wavefront and don't return data, that's what makes them so quick) for a super basic implementation but bouncing ray casts off collision meshes looking for the sound origin is prohibitively expensive for very little gain. The usual hack is to use the path finding your NPCs are using. That way you stop noise coming through walls but let it go through doors. Calculating stereo from that is easy enough. Whether you'll ship a single extra unit from going to the effort is another question and this all costs dev time and fps.
The PS5 has a dedicated sound module for exactly sound engineers in game. The work that little processor does for example would require the entire power of the PS4 to "render"
not all games keep technology of sound the same, Source engine (valve games) distort sounds based on the materials it travel trough..... it don't simulate then with ray tracing its acctualy just a straight line from source sound to player, but any material it hits in the path the sound get applied a distortion effect based if its wood metal etc.... cs go is already using this.. VALVE is as company that have amazing sound in games anyway.... some of its games even used dynamic generated music very early. play any valve game with a good headphone and you will notice that its quality is way above many other games...
Best ray tracing explanation video ever. I have watched this from Japan🌸 but nothing more concrete order and more proper choice of words plus pictures like this. I hope more people would watch this then can easily comprehend the latest graphics technology. 😃 ( cheering for you🥇
It is a flaw of the ray tracing algorithm they decided to use in this scene. He said the scene becomes grainy if you move around because it takes a while for the averages to cancel each other out.
Wait, do you know where that tech demo for the audio ray tracing comes from? To my eye, that looked a LOT like an upper floor of Angell Hall at the University of Michigan
I just came across to this channel after wondering how portals in the game portal works. As a gamedev i would definetly would like to see more of the "How ..." videos. Geep up the good work!!
you GOTTA either mute video game footage you show while you're talking, or have minimal sound effects like walking only, on low volume otherwise it's so hard to pay attention or even hear what you're saying it's fine having a video, it's even nice to be able to watch something while you're talking and having just footsteps barely hear able kind of fades into the background and doesn't take away from your voice but anything that's outside a rhythm, like combat or voices, dialogue, or music, or even anything where there main focus is to read as in non voiced dialogue can all take focus away from what you're saying
I mean, you discussed ray tracing without using the word "vector"... Ok. No matrices being multiplied either. No basis and origin clearly. No dot or cross products. No normalisation. No UV. No fragment shader. No vertices with no indexes and no normals. I dunno. It's kinda like promising to explain how a grandfather clock works and having no mention of cogs. No hands, no pendulum, no springs, you get the idea... All you really described were a few optimisation tricks. Maybe change the title to "some optimisation tricks used in ray tracing".
Isn't the point of these videos to go in-depth into programming concepts and what they are, but in Laymen's terms? Vectors, matrixes and the likes are all easily googleable if you wanna calculate shit with them yourself, this video more shows what ray tracing is and what it does.
@@quentinmcwimberton6797 Teaching how to do the calculations is obviously impractical. Khan Academy has over a 140 videos laying the groundwork. But this vid is bizarre, it goes from the most basic explanation possible (a ray is bounced from the camera to the light source) to some pretty irrelevant trivia regarding optimisation that has next to nothing to do with the fundamentals and are just work arounds to hardware bottlenecks. Say you were explaining how an ICE works, your explanation is "you put fuel in, spark goes boom which turns a crack pushing car forward" and then going on to explain why an overhead cam is used instead of pushrods. This is equally weird. The explanation is trivial to the extent of being what you would give to your drunk uncle in the pub followed by some weird detail. But really, I'm not saying the vid is terrible, only that the title should have been different.
do you know quantum spin? Magnets are basically just conducting metals having their electrons with same spin stuck at one side of the atom making static electricity making magnetic fields. that's basically the gist of it. in other words, oonga boonga magic
Honestly, learning that ray tracing can simulate sound waves was what really struck a chord in me.
BOOM…BOOM!! (Excuse the “basil brush the seventies fox puppet” reference:)
Yes you can think of it like that too, and its more easy to try in real life, Play music in one room and you go to another room and listen, close the door and hear difference :D
Will I ever use this information? Probably not. Will I still watch the entire video because Digi made it? Yeah
Funny enough we've had raytraced audio over a decade ago, with creative EAX 3 and it sounded so much better... games that fully supported it were quite spectacular sounding, audio source positioning was very accurate, unlike nowadays. It's weird that hardware audio acceleration died like it did.
yeahh, it's dissapointing that things like that and physics arent as popular
I think it has to do with people not liking the idea in buying another hardware to just do one specify task, when there are many inexpensive solutions. Like, it makes sense if your job requires it, but for the average gamer, it's not.
This is why Nvidia integrated their Raytracing accelerated hardware with their GPU. If they had sold it separately, it would have been a very difficult sell to gamers.
"He's Back!"
-I'm sponsored by Raid Shadow Leg-
"but at what cost"
He's back + he gets more money, there is no negative points
@@bigpencil6032 Promoting a mobile gambling game is definitely a negative point. Ok it's not true gambling, but it's scummy asf
@@cavemann_ I personally don't care about the promotions in the videos I just skip them especially when it's raid shadow legends
He finally remembered his youtube password...
Raid shadow legends is finall happy a year later xD
Now this was a truly useful episode for me, however there IS way to let the ray go "infinitely", if you record the limits of the scene boundaries - so for example if the furthest x point is 100.0 & -100.0 respectively - and split the scene into boxes (where you can then use the old 2d ray trace method of roughly "if ( rx >= ry ) rx += inc; else ry += inc;") you can then cut off any ray the moment it's rx value goes outside those scene boundaries for the x-axis because at that point you know for sure nothing can be seen beyond that point, this can be further sped up but splitting each scene into sub scenes that are not absolutely positioned but placed at an offset from 0.0 based on how far from the focused sub scene it the sub scene is (e.g. frontScene->z = activeScene->layer - frontSceneA->layer), this gives you a fixed distance based on how many front sub scenes are drawn in the first place, the over arching scene will always be drawn at low poly and unobstructed light state, this will never be noticed because the sub scenes in front of the active scene will hide any low poly stuff. I'm in the middle of learning OpenGL atm so when I've progressed enough to start drawing full on scenes and not just few triangles with a texture here and there I will programme an actual example of what I mean.
@Doctor Zoidenberg I already have rough math for it, I just need to finish building an environment to refine it in since trying to do so with a pen & paper ain't happening
I'm a bit late to the discussion, but what would happen in the case of two perfectly reflective surfaces facing each other? Would the ray infinitely bounce since there's no end condition?
@@4P5MC no, that's what the scene boundaries are for, if the ray get's longer than the difference between it's emition/bounce point and the scene boundaries then you simply stop the loop as it's impossible for it to hit any stored objects at that point
@@zxuiji Ooh, I get it now!
@@4P5MC I should point out that using the difference between the emition/bounce point is actually the slower method of cutting off the ray loop, the faster method is to first put it's angle in normalisation territory relative to the scene and then work out which corner it's facing, after that you simply take part of the scene's total height & width (so offset everying so there are no negatives including the start point of the ray), minus the ray starting point from the part you took, multiply the normalised angle x/y values against those parts and you'll have the max distance the ray can travel in any dimension, much faster than square root, albeit more complicated
really love these types of developer commentaries, explaining and figuring out how things work, amazing work
Good video, but misses a bit of the explanation. See the premier comments about people misunderstanding about how many rays are emitted from rough surfaces.
Raytracing for sound (or just some for of holophonic sound) is something I've always been asking for in games. While graphics have kept improving at an incredible rate, sound has mostly remained the same for many years. The most I get out of stereo sound with headphones is to be able to tell that something is to my right or left and gauge the distance from the volume. It really breaks all immersion for me. And it's not like you need one ray for each pixel when it comes to sound, because there are no pixels!
There is something to that end from dolby, but it completely proprietary and expensive and almost no games use it. What I want is good 3d sound to be standard and expected in 3d games, not an expensive gimmick.
You can technically use ray casting (not ray tracing, that's impossible, fragment shaders operate on a wavefront and don't return data, that's what makes them so quick) for a super basic implementation but bouncing ray casts off collision meshes looking for the sound origin is prohibitively expensive for very little gain. The usual hack is to use the path finding your NPCs are using. That way you stop noise coming through walls but let it go through doors. Calculating stereo from that is easy enough. Whether you'll ship a single extra unit from going to the effort is another question and this all costs dev time and fps.
The PS5 has a dedicated sound module for exactly sound engineers in game. The work that little processor does for example would require the entire power of the PS4 to "render"
not all games keep technology of sound the same, Source engine (valve games) distort sounds based on the materials it travel trough..... it don't simulate then with ray tracing its acctualy just a straight line from source sound to player, but any material it hits in the path the sound get applied a distortion effect based if its wood metal etc.... cs go is already using this.. VALVE is as company that have amazing sound in games anyway.... some of its games even used dynamic generated music very early.
play any valve game with a good headphone and you will notice that its quality is way above many other games...
Best ray tracing explanation video ever. I have watched this from Japan🌸 but nothing more concrete order and more proper choice of words plus pictures like this.
I hope more people would watch this then can easily comprehend the latest graphics technology. 😃 ( cheering for you🥇
Love the fact that you chose footage of sheep herding while promoting Raid
Sponsored by Ray: Tracing Legends
I see what you “numbered” in BVH but anyway thank you for this knowledge
Always great to see a new video. I personally don't really who you're sponsored by, as long as it doesn't effect the videos content. 👍🏼
Awesome video as your previous ones!! Thanks a lot for spreading all this knowledge in a so clear way!
Very informative and entertaining, hopes to more videos soon!
ayy new upload.
I think that as long as something is fun that's all that matters
Well this is convenient
I’m learning about Ray tracing in class this week
Havent seen.. er, heard it applied with sound before to my knowledge. Really cool
This is good thanks
We missed you Digi
Feels a lackage of Vsause music in the background :D
I love this channel :) Thanks for making great videos!
The youtube compression system did not like this video xD especially around 14:00 haha. Love the vid!
It is a flaw of the ray tracing algorithm they decided to use in this scene. He said the scene becomes grainy if you move around because it takes a while for the averages to cancel each other out.
Really good video :D
I love watching your channel
your channel is insane
I love your content man, always a pleasure to see you upload
According to the thumbnail ray tracing is so powerful it can change clothing on Herald
Wait, do you know where that tech demo for the audio ray tracing comes from? To my eye, that looked a LOT like an upper floor of Angell Hall at the University of Michigan
The return of the king
I just came across to this channel after wondering how portals in the game portal works. As a gamedev i would definetly would like to see more of the "How ..." videos. Geep up the good work!!
I love this channel :)
i love your videos, keep it up o/
Finally you've made this, I waited so long
Nice!
Why does the description of raid always look the same do they just copy and paste it?
Because it essentially is, mobile ads have ridiculously strict ad reads
@@NICK.... bruh
2 videos in a year? youre on fire dude 😎😎👌👌
Nice
Next video:
How to put out a burning GPU | Bitwise
I love cats
the king is back
15:02 oh my GOD i thought someone was in my house
Next video in a couple of months?
11:50 #RealisticPerfectMirrorReflectionAngle
9:07 lmao the areas
Always love a new video. Ive missed ur accent
9:08 Nice
he’s back: panik
it’s about ray tracing: panik
sponsored by raid shadow legend: *PANIK*
tell me about terraria
Mf at google is still holding out on quantum computer techs. Imagine the good things we could have
so
Ray tracing is when you loose 50 FPS for smoother shadow edges.
Great content, but that sponsor... >.
A: 420 and A: 69
What if there was raytracing with quantum physics taken into account? Actually, no, please don't make that (but maybe do though).
9:10 hehe 420 69
i don't think your definition of roughness is correct
you GOTTA either mute video game footage you show while you're talking, or have minimal sound effects like walking only, on low volume
otherwise it's so hard to pay attention or even hear what you're saying
it's fine having a video, it's even nice to be able to watch something while you're talking
and having just footsteps barely hear able kind of fades into the background and doesn't take away from your voice
but anything that's outside a rhythm, like combat or voices, dialogue, or music, or even anything where there main focus is to read as in non voiced dialogue can all take focus away from what you're saying
I mean, you discussed ray tracing without using the word "vector"... Ok. No matrices being multiplied either. No basis and origin clearly. No dot or cross products. No normalisation. No UV. No fragment shader. No vertices with no indexes and no normals.
I dunno. It's kinda like promising to explain how a grandfather clock works and having no mention of cogs. No hands, no pendulum, no springs, you get the idea... All you really described were a few optimisation tricks.
Maybe change the title to "some optimisation tricks used in ray tracing".
Isn't the point of these videos to go in-depth into programming concepts and what they are, but in Laymen's terms? Vectors, matrixes and the likes are all easily googleable if you wanna calculate shit with them yourself, this video more shows what ray tracing is and what it does.
@@quentinmcwimberton6797 Teaching how to do the calculations is obviously impractical. Khan Academy has over a 140 videos laying the groundwork.
But this vid is bizarre, it goes from the most basic explanation possible (a ray is bounced from the camera to the light source) to some pretty irrelevant trivia regarding optimisation that has next to nothing to do with the fundamentals and are just work arounds to hardware bottlenecks.
Say you were explaining how an ICE works, your explanation is "you put fuel in, spark goes boom which turns a crack pushing car forward" and then going on to explain why an overhead cam is used instead of pushrods. This is equally weird.
The explanation is trivial to the extent of being what you would give to your drunk uncle in the pub followed by some weird detail.
But really, I'm not saying the vid is terrible, only that the title should have been different.
Stop making dirt shiny
Sound mastering at the end is fuuuuuucking horrible, I guess I can bet that I haven't heard worse shit like this ever :)
ok, but now tell me how magnets work..
do you know quantum spin? Magnets are basically just conducting metals having their electrons with same spin stuck at one side of the atom making static electricity making magnetic fields. that's basically the gist of it.
in other words, oonga boonga magic