It's the best GFX mod i've seen the lighting is really good looking.
At the very least it will almost certainly be open to mods like this though. Would obviously rather it be native. Perhaps it will be added later? I seem to remember lots of games doing updates like HBAO and such after release back when it was becoming more and more viable due to GPU horsepower.I wish Cyberpunk was going to have RT GI... alas, it will not and that will hurt it's looks.
I wish Cyberpunk was going to have RT GI... alas, it will not and that will hurt it's looks.
You need GPU power in order to implement that kind of fidelity. I only see that on the PC GPUs being a thing this generation.
You also need game devs to implement it.You need GPU power in order to implement that kind of fidelity. I only see that on the PC GPUs being a thing this generation.
Is a PC GPU different from a Console GPU?
You need GPU power in order to implement that kind of fidelity. I only see that on the PC GPUs being a thing this generation.
I wish Cyberpunk was going to have RT GI... alas, it will not and that will hurt it's looks.
Is a PC GPU different from a Console GPU?
When not used to create ponds only.
And this is a mod. Imagine what new games could achieve with proper implementation of complex lighting and shading.
Let's hope RT doesn't become a simple reflection gimmick, it has potential to much much more.
I wish Cyberpunk was going to have RT GI... alas, it will not and that will hurt it's looks.
We implemented raytracing into our engine to work as a hybrid solution, meaning that we can replace certain systems with its ray-traced version. For example, our core global illumination system uses light that comes from the sky, sun and all location light sources to dynamically produce bounced light. In raytracing mode, we use our main GI to produce only the bounced light, while the main light that comes from the sky is raytraced, giving it much better shaping and details in shadows.
Furthermore, players can expect raytracing to amplify the soft shadows of super bright emissive objects, like billboards or neon signs.
GI better looking than any game currently on pc, 4k 30fps or 1440p 60fps possible on ps5.
power wise, yes.
That's a Reshade plug-in by MartyMcFly, OreoShaman just changed timecycle and weather files to get more realistic colors. So really, much of that has to do with color correction and not so much the ray tracing GI plug-in.
In this video, two instances of the plug-in are applied to provide some sort of added "spread" to the scene. Even with that, still runs at sub-30 in the country region on 3080.
That's correct. You can increase certain parameters to get the OP's effect, which is really the "Bounce Light" intensity parameter turned up a good bit. I should also point out that ENB adds quite a bit to the game too, particularly a preset called "PRSA." So it's a combination of add-ons and mods to achieve the end result.It's the one that uses AO to implement a fake RT, right?
Still gives beautiful results. Native RT Global Illumination would probably look even better.
When not used to create ponds only.
And this is a mod. Imagine what new games could achieve with proper implementation of complex lighting and shading.
Let's hope RT doesn't become a simple reflection gimmick, it has potential to much much more.
Isn't diffuse illumination exactly that?![]()
Cyberpunk 2077: Ray-Traced Effects Revealed, DLSS 2.0 Supported, Playable On GeForce NOW
See a new ray-traced trailer and screenshots, learn more about the PC ray tracing effects, and discover how you’ll be able to play Cyberpunk 2077 across all your devices with GeForce NOW.www.nvidia.com
Epic was going to run voxel global illumination on the ps4 xbox one consoles, but they weren't 2.5Tflops. Lumen runs on ps5 and part of that is voxel based global illumination.Hahaha.
Yeah VXGI on AMD consoles.....okay buddy.
I happen to prefer Unreal Engine Apartment fly through's that are photorealistic compared to this.
In many instances, a near 100% Consistent level of photorealism has been achieved without the need to include RTX features.
And there is no reason next gen consoles couldn't actually do far better than what is shown below (some over 2 years old, some reach back 7 years)
![]()
![]()
![]()
Epic was going to run voxel global illumination on the ps4 xbox one consoles, but they weren't 2.5Tflops. Lumen runs on ps5 and part of that is voxel based global illumination.
Again don't get bought by trademark terms, amd cards are easily able to do voxel based global illumination.
I happen to prefer Unreal Engine Apartment fly through's that are photorealistic compared to this.
In many instances, a near 100% Consistent level of photorealism has been achieved without the need to include RTX features.
And there is no reason next gen consoles couldn't actually do far better than what is shown below (some over 2 years old, some reach back 7 years)
MEDIA=youtube]HsLIYYANoao[/MEDIA
MEDIA=youtube]8AsLzKkZVCA[/MEDIA
MEDIA=youtube]njpNEY3FM30:76[/MEDIA
MEDIA=youtube]ZsPM2DYBNw8:19[/MEDIA
MEDIA=youtube]-1hSq_2MxSw[/MEDIA
MEDIA=youtube]E3LtFrMAvQ4:572[/MEDIA
URL unfurl="true"]https://gifs.com/gif/xn3J6r[/URL
URL unfurl="true"]https://gifs.com/gif/vl3EQm[/UR
URL unfurl="true"]https://gifs.com/gif/P7xB7w[/URL
says 1080ti.The video you posted is very specifically using Nvidias VXGI.
If you are talking about Lumen or some other technique.....post that technique.
But if you are going to post Nvidias VXGI then say doable on PS5 right after......I will walk you home.
Isn't diffuse illumination exactly that?![]()
Cyberpunk 2077: Ray-Traced Effects Revealed, DLSS 2.0 Supported, Playable On GeForce NOW
See a new ray-traced trailer and screenshots, learn more about the PC ray tracing effects, and discover how you’ll be able to play Cyberpunk 2077 across all your devices with GeForce NOW.www.nvidia.com
Is a PC GPU different from a Console GPU?
says 1080ti.
Point to vxgi using any specific hardware unique to nvidia, or otherwise it is nothing more than vendor branding. From what I've heard it uses vertex and pixel shaders, and a similar technique would only depend on having similar shader performance.
The ps5 has similar bandwidth and similar shader performance.
You can achieve very close and similar results with cheaper modern techniques.
I happen to prefer Unreal Engine Apartment fly through's that are photorealistic compared to this.
In many instances, a near 100% Consistent level of photorealism has been achieved without the need to include RTX features.
And there is no reason next gen consoles couldn't actually do far better than what is shown below (some over 2 years old, some reach back 7 years)
Yes. Cyberpunk is using the whole raytracing suite. Its a next gen game that wont be topped anytime soon. Equally as important its also doing raytraced emissive textures so all the things that are supposed to give off light actually do that interacts with the world.
Not really.
Epic was going to run voxel global illumination on the ps4 xbox one consoles, but they weren't 2.5Tflops. Lumen runs on ps5 and part of that is voxel based global illumination.
Again don't get bought by trademark terms, amd cards are easily able to do voxel based global illumination.
You can achieve very close and similar results with cheaper modern techniques.
yes a 7 year old demo, won't be matched by ps5.You won't see it. Just because consoles are 'next-gen' and these demos have been out for years doesn't mean they magically have the power to do it. Always thinking the pie in the sky with these consoles for some reason.
you talking about the dynamic 4k 60fps games? There are many native RT using 4k 30fps games without dynamic.We're talking about the consoles here. And right now, the games don't exist because it's too heavy. Look at the PS4 version of Crysis Remake.. a dog in performance - and that algorithm as you say, is old. Not a single developer touched it last gen.
You got PS5 games that can barely do native 4k (using dynamic) and you expect RT GI? They might be able to make a very crude version of the GI and it will be the only implementation done but even that I'm very doubtful. The power just isn't there.
I disagree here. There is nothing that can produce similar results that's not RT. Pre-baked lighting isn't going to cut it.
I am not saying similar, I am saying acceptable enough. Like a game like spider man looks great already, seeing some extra shadows in puddles or windows isnt worth losing FPS/RES. You can still fake it so it looks good enough.I disagree here. There is nothing that can produce similar results that's not RT. Pre-baked lighting isn't going to cut it.
Well guess we will see. Nvidia is known for doing things that cripple performance on competing platforms. Maybe there's some valid reason an identical technique would perform worse on other platforms. But I doubt it, I think this is likely another case of nvidia crippling performance on competitors hardware.This version of Voxel Global Illumination is Nvidias own technique, it is not the only way to do Voxel based GI but this one Nvidia developed and basically it ran well only on Nvidia cards......you seem to think im talking about ALL Voxel based GI....the video you posted is very specifically using an Nvidia build of UE4 that is very specifically using Nvidias VXGI technique, that is not going to happen on the PS5.
A more powerful GPU is what I meant. That should be obvious though from what we've seen so far.
yes a 7 year old demo, won't be matched by ps5.
you talking about the dynamic 4k 60fps games? There are many native RT using 4k 30fps games without dynamic.
The original crisis ran like crap even in computers years after release. In crysis 2 or 3 they were also heavily tesselating flat surfaces. Would have to see if the developers have improved.
Not to be a nit picky bitch.
But you can literally bake stuff that rivals RT as long as the scene has nothing dynamic in it and your bakes are high enough resolution you could/would easily get away with it.
Right down to reflections, AO and shadows even for single blades of grass.
Let the camera/actor NOT interact with anything in the scene...........boom! Realtime Graphics that rivals RT.
But this is being done with a GPU that is in range with the new consoles so this can be done on consoles just at a lower framerate or resolution.
Well guess we will see. Nvidia is known for doing things that cripple performance on competing platforms. Maybe there's some valid reason an identical technique would perform worse on other platforms. But I doubt it, I think this is likely another case of nvidia crippling performance on competitors hardware.
Why you think Nvidias VXGI would be implemented in game for the first time on an AMD powered PS5 is really beyond me.
Not to be a nit picky bitch.
But you can literally bake stuff that rivals RT as long as the scene has nothing dynamic in it and your bakes are high enough resolution you could/would easily get away with it.
Right down to reflections, AO and shadows even for single blades of grass.
Let the camera/actor NOT interact with anything in the scene...........boom! Realtime Graphics that rivals RT.
Because he hopes upon hope that the new consoles aren't a generation behind before they even release next month. It was already a given when they announced the specs of the consoles earlier this year. Nvidia 2000-series has been struggling with RTX for 2yrs. That's why DLSS was invented (among other things). Even a 3090 can't implement it beyond 30FPS without DLSS 2.0 and that's several magnitudes more powerful than these consoles.
How do you address your character and other NPC in games that don't interact with the baked lighting.
Let the camera/actor NOT interact with anything in the scene...........boom! Realtime Graphics that rivals RT.