Captain Toad
Banned
It's neither extreme. It's great, but for most games, it usually isn't worth the tradeoffs.
They can’t make it standard bc it’s so gpu intensive. That’s like saying ultra wide is a gimmick bc it’s not standard or AA is a gimmick or shadow detail or texture detail. Hell everything in PC gaming isn’t standard. Even in consoles now things aren’t standard. Is FOV a gimmick?
weird images.Look at how gamey this Cyberpunk shot looks, where is the light from the neon? Why is there so much nonsensical light in the building across the street?
Baked lighting can even be superior to raytracing
Realistic =/= better
In movies they don't use real lighting. they depend on expensive studios, equipment, professionals and production to alter lighting.
Baked lighting can even be superior to raytracing
Realistic =/= better
In movies they don't use real lighting. they depend on expensive studios, equipment, professionals and production to alter lighting.
True and based. I really like RT as a concept and I'm well aware of the pros it'll bring to development time when it comes to lighting in particular. But as a player I'm pretty much done walking around these beautiful high fidelity environments that can only be interacted with on a context sensitive bases, or have physics simulation that are only used for meaningless small props and particles instead of gameplay. (With a small number of exceptions like Rockstar's euphoria implementation)My point about physics is that they should be utilized more heavily to achieve more realism and immersion when interacting with the game's world. It's just my personal pet peeve when you have these giant multi-million dollar video games with god-tier graphics, but then you walk into a bush and your character is clipping through the leaves or level geometry. Or I try shooting a vase or a toilet bowl, and they turn out to be completely indestructible. Or when I'm playing a VR game and like half the props that I come across are nailed to the floors and shelves, with no way to move them around or grab them.
These are the kind of things that more advanced and easier to implement physics could help resolve.
So true.I must play games in a wrong way because in action packed games i never stay still to check enemy reflections in puddles and metal walls.
If that happen to you constantly, then wow, i'm impressed.
Most people straight up can't afford it. If you can only afford a 3060, you can run most any game in a satisfactory way until you turn on ray tracing.
You've been running simplified ray tracing in games for years probably without even knowing it. For eg. The Division 1 has ray traced shadows. Skyrim ENB mods have 1 bounce indirect lighting. etc
In theory, and eventually, but that is not the reality of RT in games right now for the most part, especially on console. We have a ways to go before the tech is there for fully path traced games.Ray Tracing is not only lighting, not only shadows, not only reflections, not only scattering, and so on,
In ita "final form", RTX is simply unmatchable. It's not RTX fault if devs are lazy.
No? Why not?
True and based. I really like RT as a concept and I'm well aware of the pros it'll bring to development time when it comes to lighting in particular. But as a player I'm pretty much done walking around these beautiful high fidelity environments that can only be interacted with on a context sensitive bases, or have physics simulation that are only used for meaningless small props and particles instead of gameplay. (With a small number of exceptions like Rockstar's euphoria implementation)
I wish tech progression would focus more on things like proc gen animations, world persistency or other world simulation game-logic leaps that would actually help make gameworlds feel more reactive, immersive and unpredictable. Instead of having incredible visual fidelity, but still feeling those tried and true mechanics and systems that haven't really meaningfully progressed since the PS360 days.
This. I recently saw CP2077 DF performance video for Series S where they put XSS and XSX side by side to point out how ray tracking makes the shadows a bit ‘softer’ on XSS.it is a gimmick, but not a pointless one.
even with a 4090, it is really not worth what it brings to a game at the cost that it does (purchase, heat, and electricity).
if you want it, great, but it is utterly unnecessary.
Anything other than first bounce is exponentially expensive. I.e. not only on 4090 but not even on 10090 it will ever be possible.The more bounces of light, the more realistic the scene but the more computationally expensive.
Look at the below and tell me if you're going to get games rendered like this at 4k full ray traced with full object collision physics running on next gen (PS6) hardware.
Im waiting for the game that uses rt reflections as a gameplay mechanic.
I remember something similar with a really stupid name in the 2013 Tomb Raider game.Member hairworks? I member.
I remember this really cool part in Jedi Knight II where during a final level you were running around these trap rooms where the bad guy kept pranking you by appearing in mirrors behind you only for you to turn around and get whacked with a trap instead, or something like that.
Idk if you are going to see those on pc either, then. We'll have some fuckin sweet benchmark demos tho!
Expensive gimmick ATM. In any fast paced game you don't even think about admiring it, you're too busy focusing on the fun.
IMO I don't think games with that many ray trace bounces will be around for a few gens more.
Yep agreed.We're still early on and it's not a mass adopted thing. I bet sooner or later devs will come up with some good shortuts to get a result super close to that.