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Octane4 and the nearing PowerVR path tracing ASIC revolution

Posted: Mon Jan 16, 2017 2:39 pm
by TeemuSoilamo
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/
120 Watts would be 6 billions rays/s, and get us noise free Octane quality in real time on a single SoC.
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!

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?

Re: Octane4 and the nearing PowerVR path tracing ASIC revolution

Posted: Mon Jan 16, 2017 4:37 pm
by Goldorak
~ 720p30 @ 200 spp

Re: Octane4 and the nearing PowerVR path tracing ASIC revolution

Posted: Mon Jan 16, 2017 4:46 pm
by TeemuSoilamo
Thanks! Could you post an image of what that quality would look like?

I'm sorry, I'm new to this: what is the distinction between samples per pixel and rays per pixel? How many bounces of light would 200 spp be?

Re: Octane4 and the nearing PowerVR path tracing ASIC revolution

Posted: Mon Jan 16, 2017 5:05 pm
by Goldorak
Download Octane and try it for yourself. It is the best way for you to get up to speed. My experience 64-100 samples is relatively noise free for DL outdoor scenes like the city.

Re: Octane4 and the nearing PowerVR path tracing ASIC revolution

Posted: Wed Jan 25, 2017 9:30 am
by NVN
so PowerVR Wizard GPUs more powerfull and efficiently??
Is this right?

Will these cards work with Octane or its only interesting for Brigade?

Re: Octane4 and the nearing PowerVR path tracing ASIC revolution

Posted: Wed Jan 25, 2017 6:36 pm
by TeemuSoilamo
From what I understand, Brigade will be merged into Octane 4; precisely because new hardware, improved light sampling and denoising will make Octane quality real-time ray tracing feasible.

Re: Octane4 and the nearing PowerVR path tracing ASIC revolution

Posted: Wed Jan 25, 2017 8:14 pm
by Goldorak
TeemuSoilamo wrote:From what I understand, Brigade will be merged into Octane 4; precisely because new hardware, improved light sampling and denoising will make Octane quality real-time ray tracing feasible.
Correct

Re: Octane4 and the nearing PowerVR path tracing ASIC revolution

Posted: Wed Jan 25, 2017 11:18 pm
by aoktar
Goldorak wrote:Download Octane and try it for yourself. It is the best way for you to get up to speed. My experience 64-100 samples is relatively noise free for DL outdoor scenes like the city.
What's proper device to give a test Jules? I wish to see that live.
Best,
A.

Re: Octane4 and the nearing PowerVR path tracing ASIC revolution

Posted: Sun Feb 19, 2017 11:58 am
by TeemuSoilamo
Jules discussing the OTOY/PowerVR relationship in the new Voices of VR podcast, starts at around 24 min.

http://www.roadtovr.com/beaming-the-mat ... rendering/

Re: Octane4 and the nearing PowerVR path tracing ASIC revolution

Posted: Wed Feb 22, 2017 4:46 am
by Goldorak
The team driving on the R&D ASIC work for V4 will be at the GDC17 Unity booth if anyone wants to come by and ask questions. There was going to be a GDC17 talk with PVR, but just found out today this didn't get submitted in time for the show (probably will be Siggraph instead).