I’ve noticed that people are using the term “path tracing” a lot recently. How is that different from ray tracing?The only other GPUs that can do path tracing with acceptable frame rates is the RTX 4070 Ti and higher cards from Nvidia with DLSS.
I’ve noticed that people are using the term “path tracing” a lot recently. How is that different from ray tracing?The only other GPUs that can do path tracing with acceptable frame rates is the RTX 4070 Ti and higher cards from Nvidia with DLSS.
Almost certainly FSR, since it's also already implemented in Cyberpunk...But MetalFX FG would very much great to seeThe only other GPUs that can do path tracing with acceptable frame rates is the RTX 4070 Ti and higher cards from Nvidia with DLSS. Even RDNA 3 is not enough, supposedly AMD has a big RT uplift coming with RDAN4 in Q1 2025. It will be interesting to see how all GPUs compare.
I think the press also mentioned frame gen, this is likely FSR 3.1.
My understanding is that after the term "ray tracing" was used a lot for mixed RT+raster lighting and lower quality RT approximations, the marketting department took the synonymous term "path tracing" to mean "fully ray traced" and ray tracing thus means "makes use of ray tracing in some capacity"I’ve noticed that people are using the term “path tracing” a lot recently. How is that different from ray tracing?
However, it will never work the same way for games. Software is too complex. And with the gamedev market and Apple's share of it being what it is, nobody is going to spend extensive time optimizing for Apple platforms.
Skimming this:I’ve noticed that people are using the term “path tracing” a lot recently. How is that different from ray tracing?
Skimming this:
What Is Path Tracing?
Turn on your TV. Fire up your favorite streaming service. Grab a Coke. A demo of the most important visual technology of our time is as close as your living room couch. Propelled by an explosion in computing power over the past decade and a half, path tracing has swept through visual media. It...blogs.nvidia.com
Sounds like it is taking more bounces into account.
In theory this is true, but in practice I believe the below from @casperes1996 is closer which is why "path tracing" is considered more computationally expensive than what some game makers have been calling "ray tracing" up until now. Basically path tracing is a more computationally manageable version of idealized ray tracing but we've already been using path tracing techniques, just with even more approximations (fewer bounces) and baked in effects. Of course, my understanding is that approximations will still play a huge role going forwards in the form of AI denoising and AI techniques to cut down on the number of random rays each bounce.My understanding of the difference is that path tracing actually limits the number of rays you have to trace through a scene. The problem is that fully ray traced scenes present as an unbounded computation. You don’t know how many bounces will occur, and how many splits will happen at each bounce.
Path tracing says "I’m only going to allow N bounces, and X rays per pixel", and randomly follow some of the possible bounces off each surface. The end result is random sampling the scene. The benefit is that you can actually tune this algorithm for the time you want to spend producing the image, where more time means more samples which gets you closer to the ‘true’ image. The downside is noise in the resulting frame as adjacent pixels can get very different answers from each other, which is what NVidia’s denoiser tech is for.
Ray traced games we’ve gotten are really using path tracing. Quake 2 and Minecraft’s RTX enhancements use path tracing for example, as real time processing needs the ability to bound the computation time for each frame. The visual artifacts are because the tracing is a random sampling rather than a fully traced scene.
Almost certainly FSR, since it's also already implemented in Cyberpunk...But MetalFX FG would very much great to see
My understanding is that after the term "ray tracing" was used a lot for mixed RT+raster lighting and lower quality RT approximations, the marketting department took the synonymous term "path tracing" to mean "fully ray traced" and ray tracing thus means "makes use of ray tracing in some capacity"
According to MR, in today's Power On newsletter, Gurman said the M4 Ultra will "probably" be just 2x the current M4 Max for CPU & GPU core counts (32/80).
What to Expect From Apple's M4 Ultra Chip Next Year
Apple last week debuted its latest M4 Pro and M4 Max chips in the Mac mini and MacBook Pro, and the highest-end M4 Ultra chip should follow next...www.macrumors.com
They are not interested in that part of the market. Never have been. Production is limited and R&D is expensive. Why would they spend resources to sell cheap GPUs if their customers are happy to pay $4000 for a Max-sized die? And of course, companies like Nvidia have a huge advantage. They can make Max-sized die packed full of GPU compute. Apple needs to build a full system in the same footprint. For a similar die size, Nvidia will always be ahead, unless Apple uses its $$$ to invest into some new tech like die stacking.
Besides, GPU performance is extremely overrated. Nvidia’s and AMD normalized oversized behemoths that draw more power than a water boiler. You don’t need 60 TFLOPs to play games. Sadly, because of this (and the toxic gaming industry) we have lost the precious art of optimization. Base M4 is more than sufficient for running pretty much any game. It’s the code that sucks. Just look at Blender. M3 Max already outperforms 7900 XTX, a GPU that has more than 3x compute capacity! That’s what smart use of technology, compute, and software optimizations can bring.
In theory this is true, but in practice I believe the below from @casperes1996 is closer which is why "path tracing" is considered more computationally expensive than what some game makers have been calling "ray tracing" up until now. Basically path tracing is a more computationally manageable version of idealized ray tracing but we've already been using path tracing techniques, just with even more approximations (fewer bounces) and baked in effects. Of course, my understanding is that approximations will still play a huge role going forwards in the form of AI denoising and AI techniques to cut down on the number of random rays each bounce.
RDNA 3 RT was just tweaked RDNA2 RT apparently and RDNA 4 has a completely new RT stack.Sure ... although with Blender that's also because AMD's ray tracing hardware is pretty terrible. Supposedly RDNA 4 will be a big uplift there.
Works for me, I’m ready to buy the M4 Max Studio.Just following up on my Hidra speculation (which was incorrect). According to one of the hackers in the appledb community, Nicolás:
Donan = M4
Brava Chop = M4 Pro
Brava = M4 Max
Hidra will be something else, likely Ultra & Extreme (or whatever it’ll be called). So, to wrap back to the beta identifier leak with future products, Mac Studio M4 Max and two MBA M4 models should be coming soon-ish, and the Hidra stuff should be later on (IIRC Gurman is saying March to July or something).
Works for me, I’m ready to buy the M4 Max Studio.
As much as I hate to admit it, you're absolutely right. I think the Studio will only be released when they're ready with the Ultra as well. Maybe even the Extreme for the Mac Pro.Me too, but I can't imagine a Mac Studio being released with only the Max and then what? A M4 Max or M2 Ultra setup? That wouldn't fly. Only M4 Max and no Ultra for now? Maybe but feels odd too
Maybe even the Extreme for the Mac Pro.
The Cube had an AGP slot though.And the all-new Mac Pro Cube, for those who want the ultimate in macOS hardware horsepower, but have no need for PCIe slots...! ;^p
And hairline cracks in the acrylic base.The Cube had an AGP slot though.
And the all-new Mac Pro Cube, for those who want the ultimate in macOS hardware horsepower, but have no need for PCIe slots...! ;^p
The Cube had an AGP slot though.
And hairline cracks in the acrylic base.
So would the cube just be a bigger studio? Like would it share the Mac Pro design language or the Studio?I know y'all are just busting my chops, but I did say all-new...
No need for AGP these days, the GPU is now integrated to the ASi chip...
I would think an all-new Mac Pro Cube would basically be a taller variant on the Mac Studio, to allow for the larger cooling subsystem a Mn Extreme chip would require...
So would the cube just be a bigger studio? Like would it share the Mac Pro design language or the Studio?
If you look at the Mac Pro board, there's a massive empty space that looks like it was intended for a second CPU socket.Me too, but I can't imagine a Mac Studio being released with only the Max and then what? A M4 Max or M2 Ultra setup? That wouldn't fly. Only M4 Max and no Ultra for now? Maybe but feels odd too
If you look at the Mac Pro board, there's a massive empty space that looks like it was intended for a second CPU socket.
Maybe they'll add the ability to add another SOC to it when the M4 ultra is released? They kinda need to do something to alleviate the RAM capacity problem vs. the old intel machine.
Sure, 256 GB is a decent amount (presumably what an ultra will cap out at given what we see with the max), but its nowhere near what you can get with an EPYC or thread ripper.
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