That is correct for ray tracing.
But modeling and animating 10M polygons requires a Hollywood movie budget, while I can model and convincingly animate 1K polygons myself.
That is correct for ray tracing.
But modeling and animating 10M polygons requires a Hollywood movie budget, while I can model and convincingly animate 1K polygons myself.
As for smaller players? Personally, I'd be interesting in procedural generation, or just modelling NURBS surfaces. And have you seen the demos of raytraced Minecraft / Doom? The highly advanced lighting already makes it look way more detailled, even with a low poly count. Even low budget games will be able to make good-looking games.
https://www.dsogaming.com/news/doom-rtx-released-mod-bringin...
For Minecraft, the water is a bit nicer, but it still looks very unconvincing to me:
Meanwhile current "AAA" games that have RTX support don't look radically different with RTX on or off. Better and more accurate reflections of course but also a big hit on performance that's, IMO, not worth it.
Of course that may just be because the devs don't bother to use the tech to its full potential when only a tiny fraction of the playerbase will be able to use that mode anyway.
What kills it though is that even though raytracing scales well, animation/simulation does not.
Plus, I wouldn't know of any UV-mapping tool that can handle a 10 mio poly count.
I don't see why you wouldn't just go for vertex colors instead of UVs. Polypainting works fine even at 10 million works in all tools I've worked with (zbrush, substance painter, 3dcoat). If there's some reason you'd want UVs, you could just bake them to UVs afterward.
I can make 10M polygons just by opening blender and asking for a UV sphere with a bunch of sides... Artists using the sculpt tool can produce models with humongous numbers of polygons, and then they have to work really hard to optimize them. I would argue the exact opposite of your claim. Models with more polygons are easier to end up with than models with fewer.
A 10 mio poly mesh with a typical XYZW+RGBA+UV+UV2 = 12 float stream format would require 12x4x10 mio = 480 MB of GPU memory per copy. Skinning needs weights (200 MB) and at least a second copy, so one single 10 mio poly mesh would eat up about 1.3 GB of GPU memory.
So even with ray-traycing, optimizing models for a manageable polycount will remain crucially important.