Thread: NVIDIA Marbles RTX Demo is now available
Should've shared a link as well my guy

Can't seem to find it here or I might be blind

 
Sorry Mista.


When you install Omniverse, you will have to navigate to the Marble Demo within the application.

Click on EXCHANGE->APPS->RTX MARBLES

I'm going to do a graphics analysis on this. It's so very close to film and I need to point out things for people to look for in future games that will get us there.
 
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Sorry Mista.


When you install Omniverse, you will have to navigate to the Marble Demo within the application.

Click on EXCHANGE->APPS->RTX MARBLES

I'm going to do a graphics analysis on this. It's so very close to film and I need to point out things for people to look for in future games that will get us there.
Thanks a lot brother
 
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BTW, this demo is officially the best looking game (if you can call it that) ever made. We won't see games look like this in the generation, but it all has to start somewhere. Rendering a fully path-traced small scale game like this is a perfect start.

GPU: RTX 3090
FPS: Locked near 48FPS
GPU Usage: ~70% - ironic that this game doesn't need ALL the resources of the 3090. Resolution seems to be locked at 1080p. I'll look around for any links of people being able to force it to 4k.

UPDATE: The path to change the resolution (always windowed however) is in this file:

C:\Users\<user_name>\AppData\Local\ov\pkg\marbles_rtx-2021.1.5_build\windows-x86_64\release\apps\omni.app.marbles.kit

Change the line that says:

[settings.app.window]
title = "Marbles"
x = -1
y = -1
width = 3840
height = 2160

hideUi = false

[settings.app.renderer.resolution]
width = 3840
height = 2160


I'm now getting around 25-30FPS @ native 4k. If you switch to the flaming marble, you REALLY get a nice treat!! Pure path-tracing! I love it!

As an aside, memory requirements are at a minimum 11GB. This makes sense because you'll need to store a LOT more in your bounding volume hierarchy for path-tracing. Again, this shows we need more memory bandwidth to reach high quality visuals.
 
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I think that there has been some hollywood cg in recent years with worse quality than this, even in big budget movies. Showing how efficient use of resources can trump brute force massive computational power.
 
I think that there has been some hollywood cg in recent years with worse quality than this, even in big budget movies. Showing how efficient use of resources can trump brute force massive computational power.
There's no tricks in this game though. It's literally using brute force path-tracing.
 
There's no tricks in this game though. It's literally using brute force path-tracing.
they were saying on the other thread in the previous place that nvidia path tracing had very few rays and deep learning was used to extrapolate the image with a fraction of the computation of high ray density path tracing.
 
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Definitely the biggest leap in visuals in a long, long time. This is the kinda stuff that always makes me wish I had a powerful PC laying around.
 
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they were saying on the other thread in the previous place that nvidia path tracing had very few rays and deep learning was used to extrapolate the image with a fraction of the computation of high ray density path tracing.
But it's using path tracing. If it was using rasterization tricks and looked like that then you'd have a point. Of course GPUs still aren't powerful enough to cast as many rays for realtime playback. We are still some generations from that. But this quality is definitely a huge step forward.
 
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