- Joined
- Mar 21, 2017
Isn't ray-tracing how Wolfenstein did it?
I can't remember what the docs say specifically, but ray tracing has been a known technique for a long time, it's just we never had the right processor designs to support it outside the CPU (so we can't do anything impressive with it because it's too slow). These new designs natively accelerate ray tracing and take full advantage of the technique.
Wolfenstein used a sort of sweeping technique that was sort of a simplification of ray tracing. Modern ray tracing would be done from a 2D grid with the rays going out from the camera in 3D, while Wolf 3D's render used what was apparently known as ray casting, and sent rays out from the camera along a 1D line in 2D in order to render vertical segments of the environment with faked perspective. Wolf 3D is pretty much a 2D game, just as DOOM is; clever math and camera tricks are what make it seem as though it isn't.
Here's a gif demonstrating it curtesy of wiki

And here's a video demoing it in action
The scope of ray tracing in Wolf 3D was vastly constrained in order to make it practical to run on the computers of the time, but it's definately similar to ray tracing. Ray tracing typically involves a lot more complexity though, things like rays bouncing, refracting, or creating more rays are typical. These days if you want to render something like Wolfenstein you'd just use rasterization, as ray tracing is typically overkill for something so simple, and constraining it à la Wolfenstein makes your renderer efficient, but inflexible.
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I'm probably going to get an high end RTX within the next couple of years once I have some more income. Definately going to wait on it though till the prices are down, and the kinks are worked out.
I don't get why people preorder these things, I get that it's exciting --and I am quite excited-- but it's probably going to have bad support on launch, and there'll be only like 3 games that utilize it; why pay extra for that unless you are a developer or have cash to burn?