OctaneRender™ 2019.2 XB2 [latest 2019.2.x]

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coilbook
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when is working version of RT cores support coming out?
Last edited by coilbook on Mon Nov 18, 2019 1:18 am, edited 1 time in total.
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Daniel_Ward
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Hi Jules/Otoy Team,

It's not a completely unreasonable question is it?
The RTX Octane Bench Preview was released 9 months ago and RTX implementation in Octane was pretty much the 'poster child' for the commercial application of RTX with the Nvidia launch.
Sure RTX cards are great, but I'm not sure I would have rushed out to buy them back in February if I had of known I'd be here in November with RTX implementation in Octane still being nothing much better than a tech demo...

A bit disappointed.

Best Regards, Dan.
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divasoft
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Daniel_Ward wrote:Hi Jules/Otoy Team,

It's not a completely unreasonable question is it?
The RTX Octane Bench Preview was released 9 months ago and RTX implementation in Octane was pretty much the 'poster child' for the commercial application of RTX with the Nvidia launch.
Sure RTX cards are great, but I'm not sure I would have rushed out to buy them back in February if I had of known I'd be here in November with RTX implementation in Octane still being nothing much better than a tech demo...

A bit disappointed.

Best Regards, Dan.
+1. It feels like Nvidia paid someone.
nejck
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Afaik everyone (including Nvidia) are still making sure Optix is up to speed for production needs. I think a while ago you couldn't even do displacement or something like that so now they are making sure Optix supports that. I also think there was a migration period where most of the GPU developers switched from Optix 6 to Optix 7 which I'm sure wasn't quite as easy as it sounds.

If you look at V-Ray and Redshift, they are both struggling and are in a similar phase although they do have ever evolving nightly builds with RTX support.

To me this seems like mainly an Nvidia thing, I think they are the ones that messed up the most so to speak. Chaos Group didn't emphasize RTX as much as Otoy so some of a "blowback" there was expected given all the statements. This is very early adopters technology and it shows as not even the libraries were set up for production rendering but as always things were heavily hyped like its all ready to go - Mainly from Nvidia's side.

So yeah, thats my take on it :)
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Jolbertoquini
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divasoft wrote:Dear developers, please read this article, see how it is implemented in redshift and implement in octane. No need to reinvent the wheel.
http://richardrosenman.com/shop/dof-pro/
Agree 1000+ we need something more robust like that for sure right now is not on this level.
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Notiusweb
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Did anyone here really think you would get RTX speed in Octane....
Come on...did you really think that.

Look, RTX only was made for and works in one thing - Unreal Engine 4. That's it.
And even in that, it's realtime only up to a point. Dark shadowed areas and reflections get pixelated and chug the editor engine.

The use cases we are working with are never what is shown in tests. Because tests will have some little quarter-screen-sized render of a low-poly scene.
It's not like they show 10 beautiful avatars running around, with long flowing hair, having a pillow fight, with feather-particles flying everywhere, raytraced, all @1080p.
I mean, I would love to have that power - to create a 10-avatar pillow fight scene @1080p, realtime raytrace, but the tech is not there yet.
I am with you, I really want this to be the case, but they are not going to switch on a magic button that activates this 10-avatar pillow-fight either....

:(
Just my 2-cents.
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eklein
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RTX was added Blender Cycles a few months ago and works well. Granted their is still some advanced features missing. My typical performance improvements are between 50% to 100% faster. Not only did it improve the rendering considerably, but also the BVH tree and denoiser.

Otoy was one the first to demo RTX 15 months ago at Siggraph 2018. Redshift, Unreal and Blender user have being using RTX for months. We still don't have any Octane RTX in any plugins. The RTX development in Octane has slowed down considerably the last beta 2 is over 3 months old.
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PolderAnimation
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Daniel_Ward wrote:Hi Jules/Otoy Team,

It's not a completely unreasonable question is it?
The RTX Octane Bench Preview was released 9 months ago and RTX implementation in Octane was pretty much the 'poster child' for the commercial application of RTX with the Nvidia launch.
Sure RTX cards are great, but I'm not sure I would have rushed out to buy them back in February if I had of known I'd be here in November with RTX implementation in Octane still being nothing much better than a tech demo...

A bit disappointed.

Best Regards, Dan.
Well I did not buy them then because they already said that it would take at least until end of 2019 before it would be production ready. I would never buy thing upfront on promises.
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Notiusweb
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I don't think they have a working version. If they had it they would have given it to us. They don't have it.
It's not like chromatic aberration, an opacity channel for the Hair material, or a 1.5x-Upscale mode, which would be super-duper simple and easy to add...
eh...
EH?....
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allanmrtn3
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XB2 still crashed when loading a .orb when there's a missing asset or texture file! Gotta go back to 4.05 for it to load the .orb without the corresponding file.
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