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<generator>Blogsmith http://www.blogsmith.com/</generator><item><title><![CDATA[Comments on ]]></title><link>http://www.engadget.com/2009/04/20/get-ready-for-another-co-processor-further-details-on-caustic-g/</link><guid isPermaLink="true">http://www.engadget.com/2009/04/20/get-ready-for-another-co-processor-further-details-on-caustic-g/</guid><description><![CDATA[this sounds like physx stuff, it might be good for some people but the cost isnt worth it for most]]></description><dc:creator><![CDATA[htd]]></dc:creator><pubDate>Apr 20th 2009 9:25AM</pubDate></item><item><title><![CDATA[Comments on ]]></title><link>http://www.engadget.com/2009/04/20/get-ready-for-another-co-processor-further-details-on-caustic-g/</link><guid isPermaLink="true">http://www.engadget.com/2009/04/20/get-ready-for-another-co-processor-further-details-on-caustic-g/</guid><description><![CDATA[It's just like PhysX... except it's completely different.<br><br>PhysX is a physics supplement that offloads physics, not graphics, calculations from the CPU.<br><br>This is an entirely different type of rendering from current GPUs though. A game's engine would have to be created from the ground up to utilize ray tracing.]]></description><dc:creator><![CDATA[Jon]]></dc:creator><pubDate>Apr 20th 2009 9:35AM</pubDate></item><item><title><![CDATA[Comments on ]]></title><link>http://www.engadget.com/2009/04/20/get-ready-for-another-co-processor-further-details-on-caustic-g/</link><guid isPermaLink="true">http://www.engadget.com/2009/04/20/get-ready-for-another-co-processor-further-details-on-caustic-g/</guid><description><![CDATA[Its's not physix it's the next generation in graphics. A new method in presenting realistic graphics. It will be quite a bit of time until we consumers can get our hands on raytracing cards.]]></description><dc:creator><![CDATA[E C S Sucks]]></dc:creator><pubDate>Apr 20th 2009 9:36AM</pubDate></item><item><title><![CDATA[Comments on ]]></title><link>http://www.engadget.com/2009/04/20/get-ready-for-another-co-processor-further-details-on-caustic-g/</link><guid isPermaLink="true">http://www.engadget.com/2009/04/20/get-ready-for-another-co-processor-further-details-on-caustic-g/</guid><description><![CDATA[I don't know why it wasn't included, but there is an article link attached to this picture and video:<br><br><a href="http://www.pcper.com/article.php?aid=694" rel="nofollow">http://www.pcper.com/article.php?aid=694</a>]]></description><dc:creator><![CDATA[Ryan]]></dc:creator><pubDate>Apr 20th 2009 9:57AM</pubDate></item><item><title><![CDATA[Comments on ]]></title><link>http://www.engadget.com/2009/04/20/get-ready-for-another-co-processor-further-details-on-caustic-g/</link><guid isPermaLink="true">http://www.engadget.com/2009/04/20/get-ready-for-another-co-processor-further-details-on-caustic-g/</guid><description><![CDATA[Ray tracing is a rendering technique developed way before any graphic cards exists. It is used in every non-interactive rendering package, so at least don't call it new.]]></description><dc:creator><![CDATA[Tin]]></dc:creator><pubDate>Apr 20th 2009 10:18AM</pubDate></item><item><title><![CDATA[Comments on ]]></title><link>http://www.engadget.com/2009/04/20/get-ready-for-another-co-processor-further-details-on-caustic-g/</link><guid isPermaLink="true">http://www.engadget.com/2009/04/20/get-ready-for-another-co-processor-further-details-on-caustic-g/</guid><description><![CDATA[Is it me or did everyone miss the point of this comment? It's exactly like physx in that if there is any consumer product it would be a very expensive coprocessor card which nobody will buy. At least this one might have real applications (outside the consumer market, ie not games).<br><br>I'm sure it's technically impressive but whatever the framerate, that demo looks horrible, and I say that as a Wii owner. :)<br><br>]]></description><dc:creator><![CDATA[sam]]></dc:creator><pubDate>Apr 20th 2009 10:24AM</pubDate></item><item><title><![CDATA[Comments on ]]></title><link>http://www.engadget.com/2009/04/20/get-ready-for-another-co-processor-further-details-on-caustic-g/</link><guid isPermaLink="true">http://www.engadget.com/2009/04/20/get-ready-for-another-co-processor-further-details-on-caustic-g/</guid><description><![CDATA[In order to succeed, first you have to fail.]]></description><dc:creator><![CDATA[Caustentatios]]></dc:creator><pubDate>Apr 20th 2009 2:57PM</pubDate></item><item><title><![CDATA[Comments on ]]></title><link>http://www.engadget.com/2009/04/20/get-ready-for-another-co-processor-further-details-on-caustic-g/</link><guid isPermaLink="true">http://www.engadget.com/2009/04/20/get-ready-for-another-co-processor-further-details-on-caustic-g/</guid><description><![CDATA["the rendering technique that might finally make the licensed game based on Pixar's latest look as good as the film itself"<br><br>NEWSFLASH: Renderman sucks at raytracing.<br><br>Man! And I thought I was at a geeky tech site. Get your facts together next time...]]></description><dc:creator><![CDATA[loocas]]></dc:creator><pubDate>Apr 20th 2009 6:20PM</pubDate></item><item><title><![CDATA[Comments on ]]></title><link>http://www.engadget.com/2009/04/20/get-ready-for-another-co-processor-further-details-on-caustic-g/</link><guid isPermaLink="true">http://www.engadget.com/2009/04/20/get-ready-for-another-co-processor-further-details-on-caustic-g/</guid><description><![CDATA[Just wait till Nvidia buys it and puts it in every video card they make xD]]></description><dc:creator><![CDATA[Shinigami]]></dc:creator><pubDate>Apr 20th 2009 6:26PM</pubDate></item><item><title><![CDATA[Comments on ]]></title><link>http://www.engadget.com/2009/04/20/get-ready-for-another-co-processor-further-details-on-caustic-g/</link><guid isPermaLink="true">http://www.engadget.com/2009/04/20/get-ready-for-another-co-processor-further-details-on-caustic-g/</guid><description><![CDATA[this will be interesting 3-8 years time when it's integrated into graphics cards. No add-ons. you have to start somewhere and whether this will be successful or not doesn't really matter. It will change things.<br><br>That demo reminded me of the AWESOME CG in early playstation/saturn/pc games.]]></description><dc:creator><![CDATA[Massmass]]></dc:creator><pubDate>Apr 20th 2009 11:20PM</pubDate></item><item><title><![CDATA[Comments on ]]></title><link>http://www.engadget.com/2009/04/20/get-ready-for-another-co-processor-further-details-on-caustic-g/</link><guid isPermaLink="true">http://www.engadget.com/2009/04/20/get-ready-for-another-co-processor-further-details-on-caustic-g/</guid><description><![CDATA[Of course, eventually this will make it TO graphics cards. Where's PhysX now? Nvidia.]]></description><dc:creator><![CDATA[Zac]]></dc:creator><pubDate>Apr 21st 2009 3:25AM</pubDate></item><item><title><![CDATA[Comments on ]]></title><link>http://www.engadget.com/2009/04/20/get-ready-for-another-co-processor-further-details-on-caustic-g/</link><guid isPermaLink="true">http://www.engadget.com/2009/04/20/get-ready-for-another-co-processor-further-details-on-caustic-g/</guid><description><![CDATA[Ray tracing is the future I watched the video yesterday and I didn't see anything that looked important. But it might be a long time before we see anything for consumers.]]></description><dc:creator><![CDATA[E C S Sucks]]></dc:creator><pubDate>Apr 20th 2009 9:33AM</pubDate></item><item><title><![CDATA[Comments on ]]></title><link>http://www.engadget.com/2009/04/20/get-ready-for-another-co-processor-further-details-on-caustic-g/</link><guid isPermaLink="true">http://www.engadget.com/2009/04/20/get-ready-for-another-co-processor-further-details-on-caustic-g/</guid><description><![CDATA[Raytracing is the future?<br>Yea, maybe in 1997. The tricks video games are pulling off these days using existing real time rendering solutions often rival ray tracing. Realtime AO (like SSAO) and GI are more realistic goals in my opinion.]]></description><dc:creator><![CDATA[Jamie]]></dc:creator><pubDate>Apr 20th 2009 10:09AM</pubDate></item><item><title><![CDATA[Comments on ]]></title><link>http://www.engadget.com/2009/04/20/get-ready-for-another-co-processor-further-details-on-caustic-g/</link><guid isPermaLink="true">http://www.engadget.com/2009/04/20/get-ready-for-another-co-processor-further-details-on-caustic-g/</guid><description><![CDATA[Yeah, if it's anything like raytracing in traditional computer graphics, be prepared for 10-20 years of amateurish talentless "art" that gets accepted only because "HAY KEWL IT'S RAYTRACING".<br><br>In all seriousness, I can see big benefits to this - I just hope it's integrated well and that the fact it's so different from traditional computer game graphics doesn't make it useless to developers.]]></description><dc:creator><![CDATA[Erik Tomlinson]]></dc:creator><pubDate>Apr 20th 2009 10:32AM</pubDate></item><item><title><![CDATA[Comments on ]]></title><link>http://www.engadget.com/2009/04/20/get-ready-for-another-co-processor-further-details-on-caustic-g/</link><guid isPermaLink="true">http://www.engadget.com/2009/04/20/get-ready-for-another-co-processor-further-details-on-caustic-g/</guid><description><![CDATA[@Jamie<br><br>"The tricks video games are pulling off these days using existing real time rendering solutions often rival ray tracing..."<br><br>That's just it- they're "tricks". They rely on hacks like programmable shaders and complicated culling algorithms (BSP etc) just to keep things fast enough. The reflections and refractions we see in games are generated using environment mapping either a pre-rendered or realtime cubemap, and the effects fall apart. Shadows are kludgey- regardless whether we use shadow maps or z-buffered/volume-based algorithms- they still suck.<br><br>Ray tracing algorithms are simple and easy to optimize and embarrassingly parallelizable and they attempt to mimic actual light. Combining raytracing with radiosity (likely in later gen hardware) renders worlds indistinguishable from real life. And new features recently added to GPUs are still almost trivial to do in a ray-traced scene. Realistic shadows, reflections/refractions, displacement mapping, etc don't create as much a performance hit as they do in rasterization.<br><br>There are always downsides, which I think will be solved by making future rendering techniques a hybrid between rasterization and raytracing (similar to how professional scanline renderers work today).]]></description><dc:creator><![CDATA[Cornelius]]></dc:creator><pubDate>Apr 20th 2009 11:05AM</pubDate></item><item><title><![CDATA[Comments on ]]></title><link>http://www.engadget.com/2009/04/20/get-ready-for-another-co-processor-further-details-on-caustic-g/</link><guid isPermaLink="true">http://www.engadget.com/2009/04/20/get-ready-for-another-co-processor-further-details-on-caustic-g/</guid><description><![CDATA[yeah, it probably will be a while.  as long as it requires this special hardware, i can't see anyone making blockbuster games that use it (since i assume it would be a real pain to include two completely different rendering methods in one game).  we'll probably have to wait until the hardware becomes fairly wide-spread before big titles start using it.]]></description><dc:creator><![CDATA[maveric101]]></dc:creator><pubDate>Apr 20th 2009 11:23AM</pubDate></item><item><title><![CDATA[Comments on ]]></title><link>http://www.engadget.com/2009/04/20/get-ready-for-another-co-processor-further-details-on-caustic-g/</link><guid isPermaLink="true">http://www.engadget.com/2009/04/20/get-ready-for-another-co-processor-further-details-on-caustic-g/</guid><description><![CDATA[As Cornelius says, the tricks are just that, tricks, they fall apart, where this type of hardware would come into its own is with 3D displays, where current tricks are obvious, this type of tec would remove the need for those tricks and provide a much more interactive lighting environment. Plus this would be fantastic if integrated into 3D modelling applications so you could see your work in real-time. ]]></description><dc:creator><![CDATA[Tim Brown]]></dc:creator><pubDate>Apr 20th 2009 11:36AM</pubDate></item><item><title><![CDATA[Comments on ]]></title><link>http://www.engadget.com/2009/04/20/get-ready-for-another-co-processor-further-details-on-caustic-g/</link><guid isPermaLink="true">http://www.engadget.com/2009/04/20/get-ready-for-another-co-processor-further-details-on-caustic-g/</guid><description><![CDATA[The elephant in the room with ray tracing is that in order to calculate each ray, you need to have every 3d object and every texture on that object available to collision test.  There aren't very many shortcuts you can take since much of the 'realism' of ray tracing usually involves reflections, and reflections can bounce off objects in any order.<br><br>Sure, you can throw another gig of memory on the graphics card, but then game designers will add 1.5 gigs of detailed models with high rez textures.  It's a losing battle because ray tracing puts the full brunt of the most inflationary part of software squarely on one of the most expensive parts of hardware.<br><br>On the other side of the equation, rasterization, even with fancy shadow calculation, scales much more nicely, and all those 'tricks' are easy to pipeline, and don't compound as badly or inflate as quickly.  You just get a much higher rate of return investing in better tricks than trying to brute-force the problem with ray-tracing.]]></description><dc:creator><![CDATA[GTMoogle]]></dc:creator><pubDate>Apr 20th 2009 1:23PM</pubDate></item><item><title><![CDATA[Comments on ]]></title><link>http://www.engadget.com/2009/04/20/get-ready-for-another-co-processor-further-details-on-caustic-g/</link><guid isPermaLink="true">http://www.engadget.com/2009/04/20/get-ready-for-another-co-processor-further-details-on-caustic-g/</guid><description><![CDATA[@GTMoogle<br><br>You've missed the point of dedicated raytracing hardware then.<br><br>Rasterization is easy to pipeline? Wha?!?! There are many, many stages in the traditional graphics pipeline that are blocking. For an idea, break the modeling setup apart, you'll realize that geometry processing needs to be finished prior to vertex transformations. Vertex transforms block lighting. And so forth. Yes, each vertex transform and fragment program can be parallelized, but the entire pipeline cannot. Frankly, I'm amazed that GPU manufacturers managed to work out most of the kinks in multithreaded rendering contexts, but there are still limitations.<br><br>In raytracing, each ray can run on separate thread. Not counting redundancies (which can be optimized), these can be performed simultaneously. Also, at least in eye-casting applications, we get to remove clipping/frustum culling and visibility optimizations (what isn't seen is no longer drawn, which isn't always the case in rasterization).<br><br>Btw, Rasterization scales linearly (O(n)) for the number of polygons in the scene. In raytracing, growth is linear as well, but static structures can be optimized into k-d trees for logarithmic growth.]]></description><dc:creator><![CDATA[Cornelius]]></dc:creator><pubDate>Apr 20th 2009 2:55PM</pubDate></item><item><title><![CDATA[Comments on ]]></title><link>http://www.engadget.com/2009/04/20/get-ready-for-another-co-processor-further-details-on-caustic-g/</link><guid isPermaLink="true">http://www.engadget.com/2009/04/20/get-ready-for-another-co-processor-further-details-on-caustic-g/</guid><description><![CDATA[@cornelius<br>"renders worlds indistinguishable from real life"<br><br>If I got a penny every time I heard that will be 'next' I'd have enough to buy several of these raytracer cards.<br>]]></description><dc:creator><![CDATA[Wwhat]]></dc:creator><pubDate>Apr 21st 2009 1:25AM</pubDate></item><item><title><![CDATA[Comments on ]]></title><link>http://www.engadget.com/2009/04/20/get-ready-for-another-co-processor-further-details-on-caustic-g/</link><guid isPermaLink="true">http://www.engadget.com/2009/04/20/get-ready-for-another-co-processor-further-details-on-caustic-g/</guid><description><![CDATA[Hmm...the next Bitboys, perhaps?]]></description><dc:creator><![CDATA[web2.oh]]></dc:creator><pubDate>Apr 20th 2009 9:34AM</pubDate></item><item><title><![CDATA[Comments on ]]></title><link>http://www.engadget.com/2009/04/20/get-ready-for-another-co-processor-further-details-on-caustic-g/</link><guid isPermaLink="true">http://www.engadget.com/2009/04/20/get-ready-for-another-co-processor-further-details-on-caustic-g/</guid><description><![CDATA[dude. I don't need to see that avatar this early in the morning, or ever, really.]]></description><dc:creator><![CDATA[mb]]></dc:creator><pubDate>Apr 20th 2009 10:36AM</pubDate></item><item><title><![CDATA[Comments on ]]></title><link>http://www.engadget.com/2009/04/20/get-ready-for-another-co-processor-further-details-on-caustic-g/</link><guid isPermaLink="true">http://www.engadget.com/2009/04/20/get-ready-for-another-co-processor-further-details-on-caustic-g/</guid><description><![CDATA[Well, it would be pretty cool if they could get reasonable performance out of some moderately priced hardware. Raytracing is a much nicer solution than the current stuff in the traditional rendering pipeline. Less complicated and full of hacks! <br><br>Now, if they can just pull off some real time radiosity too...]]></description><dc:creator><![CDATA[Billy G]]></dc:creator><pubDate>Apr 20th 2009 9:40AM</pubDate></item><item><title><![CDATA[Comments on ]]></title><link>http://www.engadget.com/2009/04/20/get-ready-for-another-co-processor-further-details-on-caustic-g/</link><guid isPermaLink="true">http://www.engadget.com/2009/04/20/get-ready-for-another-co-processor-further-details-on-caustic-g/</guid><description><![CDATA[Can't wait to see this type of stuff in the new MW2]]></description><dc:creator><![CDATA[Sam A.]]></dc:creator><pubDate>Apr 20th 2009 9:46AM</pubDate></item><item><title><![CDATA[Comments on ]]></title><link>http://www.engadget.com/2009/04/20/get-ready-for-another-co-processor-further-details-on-caustic-g/</link><guid isPermaLink="true">http://www.engadget.com/2009/04/20/get-ready-for-another-co-processor-further-details-on-caustic-g/</guid><description><![CDATA[Damn you - I got all excited thinking that perhaps you meant "Mech Warrior 2" and that a remake of it was coming.]]></description><dc:creator><![CDATA[Kelmon]]></dc:creator><pubDate>Apr 20th 2009 10:25AM</pubDate></item><item><title><![CDATA[Comments on ]]></title><link>http://www.engadget.com/2009/04/20/get-ready-for-another-co-processor-further-details-on-caustic-g/</link><guid isPermaLink="true">http://www.engadget.com/2009/04/20/get-ready-for-another-co-processor-further-details-on-caustic-g/</guid><description><![CDATA[I want to see this rendering Far Cry 2. Seriously, the engine in that game is probably what they use to render real life.]]></description><dc:creator><![CDATA[lkarmaz2]]></dc:creator><pubDate>Apr 20th 2009 9:50AM</pubDate></item><item><title><![CDATA[Comments on ]]></title><link>http://www.engadget.com/2009/04/20/get-ready-for-another-co-processor-further-details-on-caustic-g/</link><guid isPermaLink="true">http://www.engadget.com/2009/04/20/get-ready-for-another-co-processor-further-details-on-caustic-g/</guid><description><![CDATA[Except not, considering they'de have to remake the entire game engine anyways in order to ditch their current techniques in lieu of raytracing. ]]></description><dc:creator><![CDATA[shadwick]]></dc:creator><pubDate>Apr 20th 2009 11:07PM</pubDate></item><item><title><![CDATA[Comments on ]]></title><link>http://www.engadget.com/2009/04/20/get-ready-for-another-co-processor-further-details-on-caustic-g/</link><guid isPermaLink="true">http://www.engadget.com/2009/04/20/get-ready-for-another-co-processor-further-details-on-caustic-g/</guid><description><![CDATA[Things like this come in cycles. Right now, many people think it's a good idea to have separate processors for everything. Then, in a few years, somebody will have the bright idea that it can all be done on a single die. Rinse and repeat ad nauseum. Who else remembers the 80387, the 68881, etc.?]]></description><dc:creator><![CDATA[Christian]]></dc:creator><pubDate>Apr 20th 2009 9:52AM</pubDate></item><item><title><![CDATA[Comments on ]]></title><link>http://www.engadget.com/2009/04/20/get-ready-for-another-co-processor-further-details-on-caustic-g/</link><guid isPermaLink="true">http://www.engadget.com/2009/04/20/get-ready-for-another-co-processor-further-details-on-caustic-g/</guid><description><![CDATA[Hmm, sounds like work to me.  Centralisation sounds like a good idea, so let's do that and get everything under control.  Scroll forwards a few year and it's, let's de-centralise and give power to the experts in each location.  Rinse and repeat.]]></description><dc:creator><![CDATA[Kelmon]]></dc:creator><pubDate>Apr 20th 2009 10:22AM</pubDate></item><item><title><![CDATA[Comments on ]]></title><link>http://www.engadget.com/2009/04/20/get-ready-for-another-co-processor-further-details-on-caustic-g/</link><guid isPermaLink="true">http://www.engadget.com/2009/04/20/get-ready-for-another-co-processor-further-details-on-caustic-g/</guid><description><![CDATA[The reason things like this are developed as discrete add-on cards is because no one wants to invest the massive time and effort to integrate it into an otherwise OK product and then have it bogged down with an expensive feature no one wants. They only integrate it later when it's a must-have.]]></description><dc:creator><![CDATA[Erik Tomlinson]]></dc:creator><pubDate>Apr 20th 2009 10:35AM</pubDate></item><item><title><![CDATA[Comments on ]]></title><link>http://www.engadget.com/2009/04/20/get-ready-for-another-co-processor-further-details-on-caustic-g/</link><guid isPermaLink="true">http://www.engadget.com/2009/04/20/get-ready-for-another-co-processor-further-details-on-caustic-g/</guid><description><![CDATA[No the reason for it is practical.  Usually pertaining to heat/space issues.  First gen anything almost always is on an external card with a co processor.  That and its less risky for someone to do it this way.  In that if its a failure you didn't just spend a **** load of money on developing one integrated system that now is a waste of money to produce.  Better to have an external card that can be sold to Dell, HP, etc as an addon to their systems.]]></description><dc:creator><![CDATA[Jon Doe.]]></dc:creator><pubDate>Apr 20th 2009 10:45AM</pubDate></item><item><title><![CDATA[Comments on ]]></title><link>http://www.engadget.com/2009/04/20/get-ready-for-another-co-processor-further-details-on-caustic-g/</link><guid isPermaLink="true">http://www.engadget.com/2009/04/20/get-ready-for-another-co-processor-further-details-on-caustic-g/</guid><description><![CDATA[Can't wait to see what that will look like. Expect perfect shadows, transparency and refraction.<br><br>There's a feature for the PS4.]]></description><dc:creator><![CDATA[Jon Acheson]]></dc:creator><pubDate>Apr 20th 2009 9:57AM</pubDate></item><item><title><![CDATA[Comments on ]]></title><link>http://www.engadget.com/2009/04/20/get-ready-for-another-co-processor-further-details-on-caustic-g/</link><guid isPermaLink="true">http://www.engadget.com/2009/04/20/get-ready-for-another-co-processor-further-details-on-caustic-g/</guid><description><![CDATA[[i]But, the typically random nature of rays[/i]<br><br>What's random about rays? They travel in straight lines.]]></description><dc:creator><![CDATA[wjousts]]></dc:creator><pubDate>Apr 20th 2009 9:57AM</pubDate></item><item><title><![CDATA[Comments on ]]></title><link>http://www.engadget.com/2009/04/20/get-ready-for-another-co-processor-further-details-on-caustic-g/</link><guid isPermaLink="true">http://www.engadget.com/2009/04/20/get-ready-for-another-co-processor-further-details-on-caustic-g/</guid><description><![CDATA[They scatter from surfaces and objects.  The Scatter effect of different materials is what makes Ray Tracing so life like.]]></description><dc:creator><![CDATA[TrojanLL]]></dc:creator><pubDate>Apr 20th 2009 10:15AM</pubDate></item><item><title><![CDATA[Comments on ]]></title><link>http://www.engadget.com/2009/04/20/get-ready-for-another-co-processor-further-details-on-caustic-g/</link><guid isPermaLink="true">http://www.engadget.com/2009/04/20/get-ready-for-another-co-processor-further-details-on-caustic-g/</guid><description><![CDATA[@TrojanLL: But scattering isn't random. It's well defined within the laws of classical physics.]]></description><dc:creator><![CDATA[wjousts]]></dc:creator><pubDate>Apr 20th 2009 11:09AM</pubDate></item><item><title><![CDATA[Comments on ]]></title><link>http://www.engadget.com/2009/04/20/get-ready-for-another-co-processor-further-details-on-caustic-g/</link><guid isPermaLink="true">http://www.engadget.com/2009/04/20/get-ready-for-another-co-processor-further-details-on-caustic-g/</guid><description><![CDATA[The scattering in many raytracing algorithms IS random though. <br>It really depends on what raytracing/pathtracing approach is taken. ]]></description><dc:creator><![CDATA[Billy G]]></dc:creator><pubDate>Apr 20th 2009 12:30PM</pubDate></item><item><title><![CDATA[Comments on ]]></title><link>http://www.engadget.com/2009/04/20/get-ready-for-another-co-processor-further-details-on-caustic-g/</link><guid isPermaLink="true">http://www.engadget.com/2009/04/20/get-ready-for-another-co-processor-further-details-on-caustic-g/</guid><description><![CDATA[It isn't random if you want it to look shitty.<br><br>Randomization is how you avoid aliasing.]]></description><dc:creator><![CDATA[Gavin Greenwalt]]></dc:creator><pubDate>Apr 20th 2009 3:51PM</pubDate></item><item><title><![CDATA[Comments on ]]></title><link>http://www.engadget.com/2009/04/20/get-ready-for-another-co-processor-further-details-on-caustic-g/</link><guid isPermaLink="true">http://www.engadget.com/2009/04/20/get-ready-for-another-co-processor-further-details-on-caustic-g/</guid><description><![CDATA[How powerful can they be with those crappy cooling units?<br><br>The 90's called, they want their heatsinks back.]]></description><dc:creator><![CDATA[Tony C]]></dc:creator><pubDate>Apr 20th 2009 10:00AM</pubDate></item><item><title><![CDATA[Comments on ]]></title><link>http://www.engadget.com/2009/04/20/get-ready-for-another-co-processor-further-details-on-caustic-g/</link><guid isPermaLink="true">http://www.engadget.com/2009/04/20/get-ready-for-another-co-processor-further-details-on-caustic-g/</guid><description><![CDATA[See this isn't Nvidia or ATI who don't actually do anything more then pack more transistors into the damn thing and call it *holy chorus sings above*  INNOVATION.  I wouldn't be at all surprised if they did more with less because they are a smaller firm that doesn't need to beat their competition to the punch by cutting corners.  People like this is where REAL innovation comes from.<br><br>Sorry if I sound jaded.  But if you look at what Intel is doing with their processor line it proves that they learned the lesson that packing more Mhz into something isn't always the best thing to do.  Intel and the Core series is doing more with less power.  It would be nice if ATI and Nvidia would take a break from the arms race and think about how to do graphics hardware going forward.  Instead we will continue to see graphics cards grow hungrier and hungrier, eventually needing their own power supply. . . oh wait that already has happened.]]></description><dc:creator><![CDATA[Jon Doe.]]></dc:creator><pubDate>Apr 20th 2009 10:40AM</pubDate></item><item><title><![CDATA[Comments on ]]></title><link>http://www.engadget.com/2009/04/20/get-ready-for-another-co-processor-further-details-on-caustic-g/</link><guid isPermaLink="true">http://www.engadget.com/2009/04/20/get-ready-for-another-co-processor-further-details-on-caustic-g/</guid><description><![CDATA[@Jon Doe<br>what? where have you been for the past year? ATI has done the exact same thing as Intel with the 48xx series, drawing more efficiency out of their designs and targeting the mainstream instead of the hardcore.]]></description><dc:creator><![CDATA[monkeypox]]></dc:creator><pubDate>Apr 20th 2009 11:59AM</pubDate></item><item><title><![CDATA[Comments on ]]></title><link>http://www.engadget.com/2009/04/20/get-ready-for-another-co-processor-further-details-on-caustic-g/</link><guid isPermaLink="true">http://www.engadget.com/2009/04/20/get-ready-for-another-co-processor-further-details-on-caustic-g/</guid><description><![CDATA[In the video they say it's running at 100mhz.<br><br>Hence why they would love for it to catch on so that they can release a commercial card running in the GHZ.<br><br>Get it up to 3ghz like a modern CPU and put 4 cores of that on a card and you're looking at a rediculously fast raytracer.<br><br>If they had NVIDIA's access to fab technology then they would have a use for a nice big loud fan.]]></description><dc:creator><![CDATA[Gavin Greenwalt]]></dc:creator><pubDate>Apr 20th 2009 3:51PM</pubDate></item><item><title><![CDATA[Comments on ]]></title><link>http://www.engadget.com/2009/04/20/get-ready-for-another-co-processor-further-details-on-caustic-g/</link><guid isPermaLink="true">http://www.engadget.com/2009/04/20/get-ready-for-another-co-processor-further-details-on-caustic-g/</guid><description><![CDATA[Do you have any idea how a GPU works? Or do you think a GPU is ZOMG LIEK A COER TOO DUOO BUT AWESOMER!11!1!!]]></description><dc:creator><![CDATA[thethirdmoose]]></dc:creator><pubDate>Apr 21st 2009 12:50AM</pubDate></item><item><title><![CDATA[Comments on ]]></title><link>http://www.engadget.com/2009/04/20/get-ready-for-another-co-processor-further-details-on-caustic-g/</link><guid isPermaLink="true">http://www.engadget.com/2009/04/20/get-ready-for-another-co-processor-further-details-on-caustic-g/</guid><description><![CDATA[@monkeypox<br>ATI is NOT doing a good job of making their GPUs more efficient right now.<br>If you compare nv and ATIs flagship cards (the GTX295 and the 4870x2), the ATI card consumes far more power and generates much more heat than the nvidia one (and generally for slightly less performance). ATI seems to be taking the route Intel took with the P4 ("crank up the frequencies, to hell with the increased power consumption and heat!") at the moment.]]></description><dc:creator><![CDATA[renmimby]]></dc:creator><pubDate>Apr 21st 2009 9:51AM</pubDate></item><item><title><![CDATA[Comments on ]]></title><link>http://www.engadget.com/2009/04/20/get-ready-for-another-co-processor-further-details-on-caustic-g/</link><guid isPermaLink="true">http://www.engadget.com/2009/04/20/get-ready-for-another-co-processor-further-details-on-caustic-g/</guid><description><![CDATA[I don't think this will catch on in consumer realm for a long time.<br>Normal raster based GPU's will be much faster, and much cheaper. So until they can make this run most games as fast as a GPU, and at most within a 10% higher price, then at most Pixar n co will buy these to get a vague look at their work in real-time.<br>Sure ray-tracing look's pretty, but that video was some water, which Dx10 made water look kinda nice. Show me (oh this is so cliched) Crysis running Ray-traced at a decent speed. Cos even a normal GPU can do 2 car's n a pond.]]></description><dc:creator><![CDATA[deanb]]></dc:creator><pubDate>Apr 20th 2009 10:03AM</pubDate></item><item><title><![CDATA[Comments on ]]></title><link>http://www.engadget.com/2009/04/20/get-ready-for-another-co-processor-further-details-on-caustic-g/</link><guid isPermaLink="true">http://www.engadget.com/2009/04/20/get-ready-for-another-co-processor-further-details-on-caustic-g/</guid><description><![CDATA[Read the article.  These cards reside alongside the GPU and process the ray tracing required by the scene for lighting, etc.  The GPU will still be used to do post processing and other things.  It's an add-on card like PhysX was, not a GPU replacement.]]></description><dc:creator><![CDATA[Andir3.0]]></dc:creator><pubDate>Apr 20th 2009 10:25AM</pubDate></item><item><title><![CDATA[Comments on ]]></title><link>http://www.engadget.com/2009/04/20/get-ready-for-another-co-processor-further-details-on-caustic-g/</link><guid isPermaLink="true">http://www.engadget.com/2009/04/20/get-ready-for-another-co-processor-further-details-on-caustic-g/</guid><description><![CDATA[That was 3-hfps, with a GPU backing it up. Ouch.<br>I can knock out HD-quality render's of simple object's at about 12fps, and that's CPU based. So currently this tech isn't selling me. The dream of Ray-Traced real-time render's is a nice one, but beyond tying it to a Quadro for 3D film work I personally don't see any future in this. especially in gaming. Give it a decade or so n GPU may hit a wall like the CPU did in the ghz race, but until then GPU's are cheaper, faster and good enough.]]></description><dc:creator><![CDATA[deanb]]></dc:creator><pubDate>Apr 20th 2009 10:35AM</pubDate></item><item><title><![CDATA[Comments on ]]></title><link>http://www.engadget.com/2009/04/20/get-ready-for-another-co-processor-further-details-on-caustic-g/</link><guid isPermaLink="true">http://www.engadget.com/2009/04/20/get-ready-for-another-co-processor-further-details-on-caustic-g/</guid><description><![CDATA[Exactly. We got so good at cheaply faking the appearance of ray tracing that this tech has become moot. 'But we got true accurate caustics working at 2-3FPS at VGA resolutions, and all it took was this $500 card!'. Who cares! Of the 10% of people that might actually spot the difference accurate ray tracing would make to a games, only 10% of that set will actually care, and only 10% of that subset would be willing to spend the extra money. To be honest, I don't really see the point for the likes of Pixar either. Sure they want accurate ray calcs for the big screen, but they also want the kind of programmable flexibility that hardware renderers never provide. Larabee might help but I bet this won't.<br><br>Well, anyway, I certainly don't wish fail on these guys, but I don't expect them to set the world on fire either. Ray tracing might become a standard (as the GPU people need to have Something to sell as 'the next big thing'), but it won't have really been necessary.]]></description><dc:creator><![CDATA[elmer]]></dc:creator><pubDate>Apr 20th 2009 10:49AM</pubDate></item><item><title><![CDATA[Comments on ]]></title><link>http://www.engadget.com/2009/04/20/get-ready-for-another-co-processor-further-details-on-caustic-g/</link><guid isPermaLink="true">http://www.engadget.com/2009/04/20/get-ready-for-another-co-processor-further-details-on-caustic-g/</guid><description><![CDATA[The demo was fully utilizing the card.  The final product would be an estimated 14x more powerful.  At first it could be used to assist raster rendering by accelerating their already ray traced lighting tricks.<br><br>Please read the article instead of speculating and spreading fud.]]></description><dc:creator><![CDATA[Andir3.0]]></dc:creator><pubDate>Apr 20th 2009 1:03PM</pubDate></item><item><title><![CDATA[Comments on ]]></title><link>http://www.engadget.com/2009/04/20/get-ready-for-another-co-processor-further-details-on-caustic-g/</link><guid isPermaLink="true">http://www.engadget.com/2009/04/20/get-ready-for-another-co-processor-further-details-on-caustic-g/</guid><description><![CDATA[Also, this is a prototype card.  It's running at 100Mhz instead of the 350Mhz they would like and it's using FPGA Processors instead of final hardware.]]></description><dc:creator><![CDATA[Andir3.0]]></dc:creator><pubDate>Apr 20th 2009 1:06PM</pubDate></item><item><title><![CDATA[Comments on ]]></title><link>http://www.engadget.com/2009/04/20/get-ready-for-another-co-processor-further-details-on-caustic-g/</link><guid isPermaLink="true">http://www.engadget.com/2009/04/20/get-ready-for-another-co-processor-further-details-on-caustic-g/</guid><description><![CDATA[So, 14x faster = 60fps at VGA resolutions. Whoop-dee-doo.<br><br>Why, given that ray tracing gives you pretty much all "realistic" effects for free, are they demoing a dull grey landscape with a couple of cars?  It's not exactly a mind blowing demo, especially given what people like intel were demoing a couple of years back on distinctly less specialised hardware.]]></description><dc:creator><![CDATA[Malcolm]]></dc:creator><pubDate>Apr 20th 2009 3:54PM</pubDate></item></channel></rss>
