struggler_guts
Gold Member
I appreciate more realistic lighting simulations, and the new doom says they're using raytracing for gameplay systems like accurate bullet trajectory so if that works out well then raytracing is definitely needed
This. People want their CG-movies-looking games? We need ray tracing. The posts calling it a marketing gimmick are beyond ignorant.The short answer is no.
The long answer is YES. Absofuckinglutely yes.
Best way to look at it is that its just the next step. And whenever that next step is taken, it tanks the hardware. This has always happened. Eg. Look at 3D HD gaming. Just when we thought we were getting the handle of 3D gaming and finally had the hardware to pull it off, PS2/Xbox gen going into PS360 gen, they now threw HD into the mix, which brought those PS360 consoles to their knees.
We only reached a point where we were at the pinnacle of 3D graphics with the PS4XB1 gen + HD, a journey that took all of 3 console generations (over 20 years) to make.
RT, is just the next step, and as usual, the hardware on the market at the time, can barely keep up. But if you look at the history of these things, you know that the next-gen consoles is where it's at. Between having better RT hardware and AI upscaling, we will finally have hardware that can handle RT without tanking its performance.
And this is just looking at the gamer side of things. RT is even more important in the development side. It would make game development easier, a full suite of RT features will cut out a LOT of extra dev work that would have gone into making "fake" lighting. RT, is just one feature, whether you use it for illumination, reflection, shadows, bounce... or even audio... its the one feature asset. As opposed to the extremely complex and convoluted nature of what needs to happen to render fake light.
So yes, it's necessary, we just have to get to the next-gen consoles to actually appreciate it.
Now that’s a silly and utterly false statement.No, biggest scam tech in gaming history. Most games look worse now than they used to a decade ago because of it.
For one, Cyberpunk’s budget was much, much higher and the team far bigger and for two, Cyberpunk isn’t a last-gen game. Last-gen consoles cannot handle it. Oh, and it released just 4 years before Indiana Jones, so acting like we’re comparing a PS4 game to a PS5 one is silly.I just went from Indiana Jones to Cyberpunk. How in the world does an OpenWorld game from last gen look vastly better than a linear action game from this gen? It’s a scam to sell overpriced hardware.
Bump mapping didn't cause the huge performance drop, that RT causes. So it's not a justified comparison.
The whole point was to save dev’s time wasted by having to bake lighting and having to repeatedly undo everything when a level changes.
We now have a scenario where devs are doing baked lighting and ray tracing modes in the same games!
It’ll be worth it when it can be run on every game next generation, but this gen was one too early.
Again all I'm reading here is "I don't have the money to do this, therefore it's not important"
As tech improves it will become the new norm, the fact some games are requiring it like Doom going forward means they know what's up. In a few gens it won't even be a question to include it or not, it will just be there
Gating games behind expensive hardware is an utterly terrible idea. Until ray tracing is available in budget-tier hardware I'm going to hate on it.Again all I'm reading here is "I don't have the money to do this, therefore it's not important"
As tech improves it will become the new norm, the fact some games are requiring it like Doom going forward means they know what's up. In a few gens it won't even be a question to include it or not, it will just be there
The premise of the thread is flawed. That's why you have to explain it this way. The way the question is presented has several problems:Its already worth it. Its just that it comes at a frustrating cost. But that is only because of the hardware we have now. And as I said, that happens every time there is a generational shift in rendering techniques.
Every single time. Be it going from sprites to polygons, from SD to HD, from phong rendering to physical-based rendering....etc.
And the reason devs still have both baked and RT stuff, is simply because the hardware cant handle everything in RT. But we should be happy they are even doing that, as it means they are sharpening their teeth on the techniques and practices that would make the most of said RT when we actually have the hardware that can handle it.
Again, this happens every time. Hell, even to this day, with the best 3D-looking games out there... we still have objects that are rendered using sprites.
Well people are slowly but surely upgrading all their hardware regardless of what they think, so I don't think rejection of RT is the issue; its more like we were promised a lot more, and its been 7-8 years but we've seen very little, and thats disappointing.I think the very foundation of this thread is wrong and let me explain why. What do you guys think the reaction was when the first real-time lighting solutions were introduced?!? Back when Doom 3 was showing off per pixel light and shadows and was tanking PCs?!? Should devs have not used that tech, should we still be using the same graphics tech that was used in 1998?!?
I think that this type of complaints are completely ignorant of the history of the video game medium and how graphics tech has evolved. There has always been a steep performance penalty when any new game introduced new tech and then with time said tech got optimised and then widely used. RT now is much more performant than when it was first introduced with games like Battlefield and it will continue to become even more performant as it turns into an industry standard.
Honestly, this thread is like saying steam boats were good enough why are we bothering with diesel-electric engines on ships...come on guys, use a bit of critical thinking and do a little bit of research on the evolution of graphics tech.
inFamous Second Son has the best lighting and 0 RT.
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The problem with RT is that it still has a gigantic performance drop.
And this means that for most games, t's not worth it.
Are we not including software solution? Lumen & SVOGI are still ray tracing.
4A games' Metro Exodus EE is basically the counter-point. ID tech's 7 with Indiana Jones ray tracing is another one. GTA 6 will have ray tracing on base consoles with a massive open world. If we go into software solutions then even KCD 2 with SVOGI is a counterpoint. No doubt Doom dark ages will be RT only too and perform well.
UE5 seems mostly to be the problem.
The thing is that, without the performance drop, who has shown a raster exclusive game eclipse the best showcases that have RT? Are we seeing a raster game 2x better looking? Not really. So what are they doing with that gigantic performance drop?
For me, the truely next gen feeling games have been the ones with RTGI. To me if a game beyond 2025 does not have RTGI (outside a nintendo console of course) then its an graphic engine engineering flop.
There is no better tech. There may be better use cases, better optimization, but Path Tracing, which is just Ray Tracing is as good as it gets.Better tech should replace it well before then.
And the fact that you used this image shows you don't really understand what RT does at all. This isn't even lighting, it's a visual effect, and Second Sons actual lighting is sub par compared to RTGI.inFamous Second Son has the best lighting and 0 RT.
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Let me point out that I think that RT is the future of graphics.
But we are not there yet. As long as performance falls of a cliff when we turn on RT, it can't be the standard.
We need much better hardware and software.
And until that happens, it is a feature I have no problem turning off.
Let me point out that it seems to be more and more correctly implemented with RTGI finding its way on base consoles and totally fine performance wise.
Hellblade 2 & Avowed with UE5 Lumen. Indiana Jones with RT. Doom dark ages coming soon with RT. GTA 6 coming later this year with RTGI.
The devs trying to implement RT in early days with shit effects like RT shadows seem to be slowly fading away to better practices and experiences.
But always sacrificing resolution and/or frame rate.