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{"id":3120515,"date":"2020-06-25T18:36:00","date_gmt":"2020-06-25T16:36:00","guid":{"rendered":"https:\/\/4players.fdpub.de\/allgemein\/cyberpunk_2077-raytracing-unterstuetzung_und_dlss_20_auf_dem_pc\/3120515"},"modified":"2024-05-12T12:50:43","modified_gmt":"2024-05-12T10:50:43","slug":"cyberpunk_2077-raytracing-unterstuetzung_und_dlss_20_auf_dem_pc","status":"publish","type":"post","link":"https:\/\/4players.fdpub.de\/news\/cyberpunk_2077-raytracing-unterstuetzung_und_dlss_20_auf_dem_pc\/3120515","title":{"rendered":"Cyberpunk 2077: Raytracing-Unterst\u00fctzung und DLSS 2.0 auf dem PC"},"content":{"rendered":"Bei der heutigen News-Wire-Pr\u00e4sentation von Cyberpunk 2077<\/a> haben CD Projekt Red und Nvidia auch weitere Details zur Raytracing-Unterst\u00fctzung und zur Nutzung von DLSS 2.0 verraten. Demnach werden in dem Rollenspiel drei Grafik-Features mit DXR Raytracing realisiert: Umgebungsverdeckung (Ambient Occlusion), diffuse Beleuchtung (Diffuse Illumination) und Schatten. Reflexionen werden auch via Raytracing realisiert, waren in der aktuellen Preview-Version aber nicht implementiert.

Diffuse Beleuchtung bedeutet, dass ein Objekt von mehreren Richtungen beleuchtet wird und nicht vorwiegend aus einer einzigen Richtung. Bei Cyberpunk 2077 soll speziell der Lichteinfall vom Himmel als auch von anderen Licht emittierenden (verschiedenen) Oberfl\u00e4chen realisiert werden – etwas, was mit traditionellen Rendering-Techniken schwierig zu erreichen ist.

In der Preview-Version von Cyberpunk 2077 wurden die gerichteten Schatten von Sonne und Mond mit Raytracing berechnet. Laut Entwickler sollen diese Schatten physikalisch genau sein und die Lichtstreuung durch Wolken ber\u00fccksichtigen. In der finalen Version kann die Schattenberechnung unter Umst\u00e4nden noch auf andere Lichtquellen \u00fcbertragen werden – je nach Notwendigkeit.

Ambient Occlusion als Schattierungs- und Rendering-Technik berechnet, wie stark die Elemente einer Szene dem Umgebungslicht ausgesetzt sind – und ob manche Objekte den Lichteinfall verdecken und dadurch Schatten erzeugen. Gesch\u00fctzte oder abgeschlossene Bereiche (je nach Verf\u00fcgbarkeit der Lichtquelle) werden so verdunkelt und k\u00f6nnen den Gesamtton des gerenderten Bildes verbessern. In Cyberpunk 2077 werden so lokale Schatteneffekte von lokalen Lichtquellen erstellt.

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Im Cyberpunk 2077 werden Raytracing-Reflexionen auf allen Oberfl\u00e4chen verwendet, sofern diese Licht reflektieren k\u00f6nnen. Sie sind sowohl auf undurchsichtigen als auch auf transparenten Objekten vorhanden, um zu simulieren, wie Licht von gl\u00e4nzenden und metallischen Oberfl\u00e4chen reflektiert wird, dazu geh\u00f6ren glatte nat\u00fcrliche Spiegel (Fensterglas), aber auch rauere Oberfl\u00e4chen wie geb\u00fcrstetes Metall. Im Gegensatz zu Screen-Space-Techniken, die nur das reflektieren k\u00f6nnen, was auf dem Bildschirm zu sehen ist, k\u00f6nnen Raytracing-Reflexionen die gesamte Szene um die Figur herum darstellen und Objekte erfassen, die sich au\u00dferhalb des Kamerasichtfelds befinden oder von der Kamera abgewandt sind.

[GUI_600SCREENSHOT(setid=88672,id=92617771,linktext=Beispiel f\u00fcr Reflexionen und diffuse Beleuchtung)]
[GUI_SCREENSHOTSET(setid=88672,linktext=”>
DLSS 2.0 ist eine KI-gest\u00fctzte Upscaling-Methode, die haupts\u00e4chlich f\u00fcr h\u00f6here Bildwiederholraten bei hohen Grafikqualit\u00e4tseinstellungen (oftmals mit Raytracing) sorgen soll. Bei dem Upscaling-Verfahren werden z.B. nativ in 1080p gerenderte Szenen mit KI-Unterst\u00fctzung auf 1440p oder 4K hochskaliert. Die Hochskalierung und die Kantengl\u00e4ttung (Anti-Aliasing) \u00fcbernimmt ein speziell trainiertes System auf Basis von k\u00fcnstlicher Intelligenz mit neuronalen Netzwerken, welches die Hochskalierung (vereinfacht gesagt) anhand von sehr gro\u00dfen Ausgangsbildern (Super Sampling) erlernt hat. Zus\u00e4tzlich kommen temporale Bild-Zusammensetzungsmethoden (Informationen aus den vorherigen Bildern; Pixel-Bewegungsvektoren) zum Einsatz, die f\u00fcr eine h\u00f6here Bildsch\u00e4rfe und eine h\u00f6here Sch\u00e4rfestabilit\u00e4t von Bild von Bild sorgen sollen. Im Gegensatz zu der ersten DLSS-Version sind die Qualit\u00e4tsunterschiede (Flackern, Artefakte etc.) zwischen dem nativen Renderer und der hochskalierten Version deutlich verringert worden. Oftmals wird DLSS 2.0 in Verbindung mit aufw\u00e4ndigen Raytracing- oder Pathtracing-Anwendungen eingesetzt, da die Performance-Einbu\u00dfen durch die aufw\u00e4ndigen Raytracing-Berechnungen auf niedrigeren (nativen) Aufl\u00f6sungen nicht so stark ausfallen. DLSS 2.0 ist aktuell in Wolfenstein: Youngblood, MechWarrior 5: Mercenaries, Deliver us the Moon, Minecraft RTX (Beta) und Control verf\u00fcgbar. Weitere Details findet ihr
hier<\/a>.

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