Octane4 and the nearing PowerVR path tracing ASIC revolution
Posted: Mon Jan 16, 2017 2:39 pm
I'm just dying for some more information on the 10 watt and 120 watt PowerVR ASICs. As you may recall, the PowerVR Wizard GR6500 at 2 watts can do approximately 150 million rays/second.
OTOY_Inc on reddit has gone on record saying that: https://www.reddit.com/r/oculus/comment ... d/dcbcgk9/
Here is one video that I found rendered on an unspecified number of Wizard GR6500s. From what I've been able to gather, it is using somewhere between 10 to 14 watts, so at most ~1000 Mrays/second, but I don't know the exact number. This real time render is actually a hybrid application, using raster and backwards ray tracing together. Indirect lighting calculation is also done in the same way, firing extra rays to look up surface colours of geometry close by:
https://www.youtube.com/watch?v=uxE2SYDHFtQ
Can anyone point to a rendering reference of what can be done with six billion rays/second?
OTOY_Inc on reddit has gone on record saying that: https://www.reddit.com/r/oculus/comment ... d/dcbcgk9/
That just sounds plain insane to me. Octane quality in real-time? My god!... now, imagine this combined with foveated rendering in VR, where you can allocate even more samples per pixel!120 Watts would be 6 billions rays/s, and get us noise free Octane quality in real time on a single SoC.
Here is one video that I found rendered on an unspecified number of Wizard GR6500s. From what I've been able to gather, it is using somewhere between 10 to 14 watts, so at most ~1000 Mrays/second, but I don't know the exact number. This real time render is actually a hybrid application, using raster and backwards ray tracing together. Indirect lighting calculation is also done in the same way, firing extra rays to look up surface colours of geometry close by:
https://www.youtube.com/watch?v=uxE2SYDHFtQ
Can anyone point to a rendering reference of what can be done with six billion rays/second?