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I'm a little sick of technological advancements that are barely noticeable.

rofif

Can’t Git Gud
I agree op.whwn I turn on RT in cyberpunk I can't tell the difference with it on or off. I'll switch back and forth to see but can't tell.

What I can tell is the frame rate tank. Baked lightening and light sources etc without ray tracing is perfectly fine.
It’s depending on the scene. But even if difference is big, you wouldn’t always find it obvious without direct comparison
 

bitbydeath

Member
Are you seriously pretending to not be able to see what the label of the checkbox he`s toggling spells?
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Lumen GI = the Lumen I mentioned, FYI
 

LordOfChaos

Member
and like you mentioned, SSD, go back to play The Witcher 3 on PS4 and wait more then a minute long loading screen every time you die/fast travel and be happy with what we have.

The Witcher was a bit extra special, load times aside even the gameplay was a bit like yelling commands at Geralt over a landline and waiting for him to make a response. This was also on the PS4's HDD:

 
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That is why Sony should have continued with Cell processor. It was even use in medical field. It is a very promising technology even if its difficult at first, to some 3rd party developers. Sony should go back with its own customized CPU and GPU especially with that impressive Cell processor. A hybrid with cell processor and AMD will be acceptable for me.
PS3 has a regular Nvdia GPU and Cell's a really powerful PC processor. PS3's a fail because it costs too much to develop games for.
The first two PlayStations (PS2/PS1) both have custom CPUs and GPUs made by Sony.
That's what happens when most gaming advacements these days are aimed at graphics whores, there's a limit and diminishing returns so it doesn't even make a difference. I don't remember my SNES games having any of this nonsense and they were way more fun to play than most of the modern games with these "advancements"
Nintendo and PlayStation have some kind of disconnect with the reality on the ground in terms of what people who game actually care about.
SNES HW has two massive gameplay advantages over modern consoles and PC - no load time and no input lag.
The largest SNES game is 48mb and the reality is that Nintendo could be selling new digital-only SNES games now for the same $60 that new PS5 games cost.
Keeping SNES games capped at 50mb or less Nintendo could fit at minimum 20 SNES games on 1gb of NVME SSD.
The money and time required to make new SNES games would be so low that studios could afford to take much bigger risks.
 

Black_Stride

do not tempt fate do not contrain Wonder Woman's thighs do not do not
Turn off Ambient Occlusion in pretty much any game, and youll understand why shadows are important.
Good shadow maps are also a god send, I dont think you "need" RT shadows if youve got really good shadow maps, it just gets more expensive than RT when you are doing things like foliage.

Reflections are hit and miss you can get great reflections without RT but well implemented RT shadows a re something else.

Global Illumination is something else, I think Enlighten was a good implementation (look it up if you dont know about it) but it had its limitations.
I get that people say RTGI isnt that much better than Enlighten, but as a developer there now way devs are gonna sit there saying well its good enough no one will even notice if we go higher.....they will keep pushing forward and having a solution like Lumen or other Real Time GI also makes life easier for the dev.

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^Yes you could manually light the scene so the need for GI doesnt exist.......or you could use GI and not spend days trying to correctly light the scene.
If you have the money/time you could do all this manually.....see Naughty Dog with how they lit the real time cutscenes, their lighting artists would manually place lights as the cutscene is going, not every studio can afford that kind of investment.


And even with Enlighten Dynamic GI, you get errors in lighting, maybe not perceptible to the average user, but when you are pushing the boundaries of technology there are people who notice the inaccuracy, I pointed this out in another thread about Horizon, when you enter a dense foliage area, the game looks beautiful no doubt, but once you spot the lighting is inaccurate, you can never unsee it.......sometimes I do regret having gone into offline rendering because now in alot of games i spot those errors/mistakes and cant unsee them, my eyes get used to it quickly enough, but still i always imagine what if they had an option for more accurate lighting/shadowing.......

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Alas diminishing returns are a thing, we are reaching a point where the advances from a technological perspective are monumental, but the visual returns arent as great for many people.
See Glass in Unreal Engine.....or any Engine for that matter, I dont think theres any game that has shown me impressive glass.
 

Rivdoric

Member
Agreed almost fully.
Got a 4090 and, if it's good to be able to say "i can play my games with RT @ 100 fps (with dlss fg), It's far from being worth the extreme (really extreme) cost.
PT is even crazier.

Yes it's beautiful, but is the X2-4 cost resulting in 2-4 times visual upgrade ? Not at all. Not even talking about GPU quickly reaching 350/400W with the technology in full use.

Also, a lot of RT games have that implemented in such a way that all surfaces transforms into mirrors.

Cyberpunk/Alan Wake (ofc) are good examples of nice RT though.

I do say however, that the upgrade from 60 to 100/120fps is the best "technological advancement" of all, though it may not be considered one as it's just framerate, but It's very difficult to get back to lower, whatever the type of game.
 
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