Is Ray-Tracing the biggest scam in gaming?

When games such as Demon's Souls remake exists, uses no rt and looks this good, yes, fuck RT. But how many games out there has quality lighting and don't look washed out af withour rt?
 
This, all of this is mostly about making graphics more "pretty" its not gonna change how you gonna play the game.
So you don't care about pretty only now? :P

Yes! I have refused to play GTA 5 exactly because you play as this ugly shit!
maxresdefault.jpg
 
Off the top of my head, Avowed, Alan Wake II, Cyberpunk 2077, Star Wars Outlaws, Avatar, DOOM The Dark Ages, Indiana Jones, Control, Witcher 3, etc...
Is that supposed to be a list of games that underperformed? Witcher 3 wasn't developed around RT and it didn't have it at launch. Control didn't either. Of the games you mentioned where RT was a fundamental aspect of the development, only Cyberpunk met expectations, and even that was only after a huge amount of reputational damage, employee turnover and development costs than continued way further beyond launch than any single player game developer would plan.

RT didn't help any of those games that were graphically built around it. You can make the argument that it was a contributing factor to their underperformance. AW2 and Indy had to cut their potential audiences in half, Dark Ages was widely considered to be graphical side-grade to its predecessor, while cutting its potential audience in half in the process. Do we even have to comment on the fates of Avowed and Outlaws? If that is the kind of help that RT can offer to a development project, I'm surprised more people don't pass on it. Kojima did and it didn't seem to hurt his project in terms of graphics whatsoever. Top selling game on PS5 this year is Forza Horizon 5 and it only uses ray tracing in photo mode. Where are the success stories?
 
This, all of this is mostly about making graphics more "pretty" its not gonna change how you gonna play the game.
Exactly. I'm perfectly content playing 20+ year old games because the graphics aren't what I'm interested in, so selling graphics to me is like selling shoes to a legless man.
 
So you don't care about pretty only now? :P
I like pretty mostly in art direction and overall aesthetics, you don't need RT to make that happen.

Also even with RT ugly character still gonna be still ugly character, that mostly to do with actual character design.
 
Is that supposed to be a list of games that underperformed? Witcher 3 wasn't developed around RT and it didn't have it at launch. Control didn't either. Of the games you mentioned where RT was a fundamental aspect of the development, only Cyberpunk met expectations, and even that was only after a huge amount of reputational damage, employee turnover and development costs than continued way further beyond launch than any single player game developer would plan.

RT didn't help any of those games that were graphically built around it. You can make the argument that it was a contributing factor to their underperformance. AW2 and Indy had to cut their potential audiences in half, Dark Ages was widely considered to be graphical side-grade to its predecessor, while cutting its potential audience in half in the process. Do we even have to comment on the fates of Avowed and Outlaws? If that is the kind of help that RT can offer to a development project, I'm surprised more people don't pass on it. Kojima did and it didn't seem to hurt his project in terms of graphics whatsoever. Top selling game on PS5 this year is Forza Horizon 5 and it only uses ray tracing in photo mode. Where are the success stories?

confused jim carey GIF



You asked what games benefited from real-time dynamic ray traced lighting on PC, I shared a list with you, and then you went on to talk about poor sales. The fuck are you talking about?


And don't even get me started on DS2. That game looks inconsistent as fuck and frankly isn't selling that well either.
 
I like pretty mostly in art direction and overall aesthetics, you don't need RT to make that happen.

Also even with RT ugly character still gonna be still ugly character, that mostly to do with actual character design.
But a pretty character can look butt ugly in gameplay if the lighting is flat. A lot of characters that look good in cutscenes look ugly as fuck in gameplay, even in top tier Sony, CDPR or Rockstar games. And that's almost entirely due to lighting. RT, with art direction built around it, will solve that, so your pretty characters can stay pretty always!

A path traced from software game would be on a different level because both art direction and lighting can complement each other, like their cgi trailers
 
Last edited:
confused jim carey GIF



You asked what games benefited from real-time dynamic ray traced lighting on PC, I shared a list with you, and then you went on to talk about poor sales. The fuck are you talking about?


And don't even get me started on DS2. That game looks inconsistent as fuck and frankly isn't selling that well either.
what is funny is that final fantasy 7 rebirth requires RTX GPUs (and you can mod it to get gtx 1660 GPUs to run the game but most people would not bother with that) yet pushed 40k CCU

final fantasy 16 does not have ray tracing and even runs on a gtx 970 but pushed 27k CCU

go figure i guess. doom dark ages simply didn't live up to the eternal and it was also on game pass. but it has to be ray tracing requirements...

and these games simply sell much more on consoles. you know, the ones that run all these games at 60 FPS in some form and capacity
 
Last edited:
The tech itself is great and I think it's a key element in pushing game visuals further. Lighting is one of the most important visual features of games IMO, a game with average textures and 3D models but amazing lighting will often look better than a game with amazing textures and models but average lighting.

But it's a victim of diminishing returns. Unless you have a high end PC it's often just not worth the hit to performance and IQ, and new hardware costs a lot for what feel like marginal improvements.
 
But a pretty character can look butt ugly in gameplay if the lighting is flat. A lot of characters that look good in cutscenes look ugly as fuck in gameplay, even in top tier Sony, CDPR or Rockstar games. And that's almost entirely due to lighting. RT, with art direction built around it, will solve that, so your pretty characters can stay pretty always!

A path traced from software game would be on a different level because both art direction and lighting can complement each other, like their cgi trailers
Sure? the character design still has to be good.

This guy is ugly as fuck no matter how much RT or other tech you use.....at end of the day good art direction beats all.
maxresdefault.jpg


Gravity Rush not using any RT and that game still looks gorgeous to this day.

I'm sure PS6 or PS7 we might see proper use of RT but just like HDR I will say "neat" but still not gonna change how games will play.

I'm issue is the way you guys hyping this shit up like crazy...I remember someone in GAF told me RT will change gaming same way going from 2D to 3D which is most idiotic thing to say.
 
Last edited:
Avowed had a notably tumultuous development cycle and an even worse reception. You have to cherry pick it with the same amount of scrutiny to find the good shots that people do to find bad shots in UC4. Now pull up a Youtube video of each, click a random point in the timeline and see which one looks better in the majority of cases. For a real challenge, do it with Avowed and Death Stranding 2.


Mind sharing that list of games?
I just did that and the lighting in Robocop and Avowed is genuinely nearly always better. They rarely look better, especially Avowed but the lighting is.
Here are two completely random screenshots
PYihWcJCvFckeV2l.jpg
gNAoVvsAeEcya1ha.jpg

The death stranding one seemed a little unfair as it was diffuse lighting in an open environment so I tried again
zMD53eMmUdVIORZ2.jpg

Another random avowed shot just for good measure
aS5VdsidFBpK9Wle.jpg
 
I just did that and the lighting in Robocop and Avowed is genuinely nearly always better. They rarely look better, especially Avowed but the lighting is.
Here are two completely random screenshots
PYihWcJCvFckeV2l.jpg
gNAoVvsAeEcya1ha.jpg

The death stranding one seemed a little unfair as it was diffuse lighting in an open environment so I tried again
zMD53eMmUdVIORZ2.jpg

Another random avowed shot just for good measure
aS5VdsidFBpK9Wle.jpg
Do you have screens of Avowed with more compression artifacts? I can still recognize the game :)
 
Sure? the character design still has to be good.

This guy is ugly as fuck no matter how much RT or other tech you use.....at end of the day good art direction beats all.
maxresdefault.jpg
greta-climate.gif

I will use same jutsu ppl who defend ugly women characters in games use, its just lighting, bro:
steven-ogg-trevor.gif

tumblr_mwjr2xp0GF1qb675yo2_250.gif


Trevor was one ugly mofo
 
Last edited:
its just lighting, bro:
And thats my point RT is just lighting nothing more, but there are people pretend "its huge game changer" but its not.

For me at end of the day when it comes to visuals good aesthetics much is more important than RT or any other graphical tech.

I mean as far as I know Expedition 33 is not using any RT and yet the game is god damn gorgeous and mostly thanks to its excellent art direction.
 
Last edited:
My biggest gripe with it is noise and just normal room mirrors, mirrors is odd one because I've gotten used to actual clear reflections in whatever method they used before.
But now? it's this noisy rendition of it
 
Sure? the character design still has to be good.

This guy is ugly as fuck no matter how much RT or other tech you use.....at end of the day good art direction beats all.
maxresdefault.jpg
That character is ugly by design. That's part of the experience. It's intentional. You can decide to not play it because you prioritize character aesthetics, but that doesn't make the design objectively bad, imo. And yes, there is no way to pretty up that mofo. I was simply pointing it out to highlight that the moment we get into what we would like to be pretty, it would always be quite arbitrary and subjective. I would happily play as an ugly character, if that's the intent. An unintentionally ugly character, due to technical constraints/competence though? That would make me criticize it more. Would I not play it as a result? I don't know. Depends on how bad it looks, I guess. But that's all subjective. The ideal scenario is where nothing is unintentionally ugly. RT can play a big part in achieving that.

Again, none of this should take priority over actual art direction, gameplay etc. But it can certainly be prioritized over baked lighting in games where baking is costly, especially as it's becoming more viable with hardware advancement. Even games like Gravity Rush, that have a timeless look, can benefit from it by looking consistently good in every scenario. If they made a CG movie based on Gravity Rush with the same art style, they would absolutely path trace it. And for good reason.
 
Yeah I get that. My point of contention is that a lot of games that implement raytracing are often static anyway and do so just to have less effort put in to make things look good. Often the art of "how can I approximate this scene to get good results and high performance" is lost to "just enable raytracing" with barely a difference and tanking performance, or they do it for the bulletpoint in marketing.

Even reflections were very well done and better than some games today with RT enabled but I understand that all this takes effort in optimising the specific scene and is not as easy as just hitting "enable raytracing"


1a1e653a63fa34a5a46f3d704afa691f.jpg


I mean look at this "raytraced" mirror in Alan Wake in comparison:

EGNfwGk.jpeg


Or even worse this screen space reflection one:



This is on newer hardware vs a PS4.

It's much more difficult to render diffused reflections. Alan Wake 2 have both razor sharp reflections (windows and some mirrors) and diffused reflections on water surface, puddles, and some mirrors.

Uncharted 4 uses planar reflections. This technology has high quality reflections but is only practical in extremely small levels because the same scene has to be rendered twice. That's why it's only used in small rooms, such as Nathan Drake's house.

Oh crap man not a cherry-picked scene! I'm defeated! I wish Uncharted 4 looked as good as Avowed and Immortals of Avenum. Hopefully Naughty Dog quietly laid off the lighting artists and put that money to good use learning UE5.

WruxSdfngNcv1bti.png
QBhQ0rANfwxdOMW2.png
JOPctkZdh8GfwWh9.png

Uncharted 4 features beautiful scenery and naughty dog also use RT to prebake GI, so you're sure to find a visually appealing location somewhere :).

u4-2025-04-07-01-23-28-468.jpg


u4-2025-04-07-01-23-44-333.jpg



u4-2025-04-07-01-18-12-648.jpg


But, as I said, it's also very easy to find raster rendering limitations in uncharted 4 because dynamic GI does not include dynamic objects. This means that things like characters and vegetation rarely match the scene lighting except for the cutcens, because lighting artists can manaully place additional lights just to create the illusion of accurate / cinematic lighting.

In game lighting

u4-2024-12-05-14-00-27-043.jpg


Cutscene lighting


u4-2024-12-05-13-59-43-960.jpg


All you need is functioning eyes and a basic understanding of light to easily spot locations with flat lighting in Uncharted 4.

u4-2024-12-07-19-17-31-723.jpg


U4-1.jpg


u4-2024-12-05-14-51-19-701.jpg


u4-2024-12-05-15-26-48-957.jpg


Uncharted-4-Kres-z-odzieja-20241205175618.jpg


u4-2024-12-05-14-58-29-725.jpg


u4-2024-12-05-14-33-43-091.jpg


u4-2024-12-05-15-15-51-649.jpg


tll-2024-12-05-17-12-26-665.jpg

tll-2024-12-05-17-13-52-061.jpg


tll-2024-12-05-17-15-21-954.jpg
 
Last edited:
It just makes me a realist. One way or another a big leap will happen in computing thanks to AI. AI will design better chips and AI will also help accelerate the development of quantum computing.

I'm not against AI for things like upscaling but fake frames is questionable, one frame might be acceptable but multi frame gen is horrible and leads to significant artifacting and lag (which they try to compensate for by adding even more AI trickery in the form of Reflex which adds even more artifacts). Picture quality matters and a picture full of bad AI artifacts all over the place is an awful way to play a game. But then fact that Jensen lied to everybody's face by saying that the $549 5070 was as powerful as the 4090 takes the cake, that's why it's the biggest scam, it's that Jensen wants to pass off these horrible fake frames as real ones.
You're not a realist, you're just tossing out AI and quantum like they solve today's hardware limits like thermals and power consumption. Frame gen isn't perfect but it's improving fast including multi-frame gen and most artifacting isn't even noticeable in real gameplay (posting a screenshot will prove my point). Jensen didn't lie, he marketed like every CEO does and if you actually believed a 5070 matched a 4090 that's on you. Even the slides noted multi frame gen was in play.
 
Last edited:
The best and most interesting implementations have been the games that require it and can even run on console. Games bringing $700 gpus to their knees is not terribly impressive.
 
Uncharted 4 uses planar reflections. This technology has high quality reflections but is only practical in extremely small levels because the same scene has to be rendered twice. That's why it's only used in small rooms, such as Nathan Drake's house.
That level in Alan wake isn't exactly a huge sprawling area. It's a small room and a small level too which cuts to a live action cutscene a short while later where it loads again. They could have very effectively used planar reflections that looked better. It's bad when a PS4 game looks better than a PS5/XSX game:

 
Last edited:
This, all of this is mostly about making graphics more "pretty" its not gonna change how you gonna play the game.
wait till a nintendo console gets performant RT

bet youll see nintendo games utilize RT in gameplay
mirrors and crap in luigi's mansion
crystal dungeon labyrinth or something in zelda
dynamic time of day affecting stuff in mario games
hiding in dynamic shadows in metroid
 
That level in Alan wake isn't exactly a huge sprawling area. It's a small room and a small level too which cuts to a live action cutscene a short while later where it loads again. They could have very effectively used planar reflections that looked better. It's bad when a PS4 game looks better than a PS5/XSX game:


Maybe the engine doesn't support it? Or they might have just looked at this scene under RT and it slipped past their notice. I dunno, just guessing.
 
Last edited:
I'm issue is the way you guys hyping this shit up like crazy...I remember someone in GAF told me RT will change gaming same way going from 2D to 3D which is most idiotic thing to say.
lol. We can agree on that part. It's just natural evolution. Not a paradigm shift like 2d to 3d
 
That level in Alan wake isn't exactly a huge sprawling area. It's a small room and a small level too which cuts to a live action cutscene a short while later where it loads again. They could have very effectively used planar reflections that looked better.
It was artist intetion to make diffused mirror reflections in Alan Wake 2, so your preference (razor sharp planar reflections) doesnt matter. Remedy could easily create razor-sharp mirror reflections thanks to RT and they have done so in a couple of places. Windows in alan wake 2 have razor sharp reflections and I also saw few mirrors (especially in DLC) with perfectly sharp reflections.

Alan-Wake2-2025-03-14-12-30-30-435.jpg


With RT remedy could render sharp, diffused and specular reflections in both small and big locations. Planar reflections arnt so universal.

For example Cyberpunk is using planar reflections in certain places, but CDPR couldnt use them often because cyberpunk is a open world game, so they have to relay on cube maps and screen space reflections. RT reflections in this game looks much better and are extremely cheap on my PC RT (zero performance cost compared to raster ultra SSR :P).

rt.jpg


raster.jpg
 
Last edited:
Maybe you should give it a look, of you know how SSR works you'll know it's not SSR
Idk, maybe you're right. But I feel like they would've made a big deal out of any games with ray tracing. So far, no one's really talking about it. Maybe we'll see it in some new games, like possible balatro switch 2 edition:messenger_smiling_horns:
 
It was artist intetion to make diffused mirror reflections in Alan Wake 2, so your preference (razor sharp planar reflections) doesnt matter. Remedy could easily create razor-sharp mirror reflections thanks to RT and they have done so in a couple of places. Windows in alan wake 2 have razor sharp reflections and I also saw few mirrors (especially in DLC) with perfectly sharp reflections.

Alan-Wake2-2025-03-14-12-30-30-435.jpg


With RT remedy could render sharp, diffused and specular reflections in both small and big locations. Planar reflections arnt so universal.

*SNIP*
First shot is impressive
 
It was artist intetion to make diffused mirror reflections in Alan Wake 2, so your preference (razor sharp planar reflections) doesnt matter. Remedy could easily create razor-sharp mirror reflections thanks to RT and they have done so in a couple of places.
Have you seen the PS5/XSX version vs the PS5 pro and the PC version? I'm sorry but there is no intention for no reflections or poor looking reflections like this, be honest:


Or this:


The reason it looks diffuse on Pro vs the outside reflection on Pro/PC is not artist intention. It's low light and poor sampling for RT. The reflection isn't diffuse on high settings. On regular PS5/XSX it's almost entirely missing for everything except very close objects, looks like screenspace, and looks really bad.
 
Last edited:
Uncharted 4 features beautiful scenery and naughty dog also use RT to prebake GI, so you're sure to find a visually appealing location somewhere :).
I don't think anyone is flat out against it as a technology for rendering light and shadow, it's the implementation. That's what stopped developers from using it in real time for years. The technology has been there, consumer grade graphics cards didn't exist in numbers to support it. I would argue they still kinda don't. We haven't seen an RT-only PC game do enormous numbers beyond Wukong, but we know that release is a complete outlier in any sales analysis that isn't focused on the Chinese market. I don't think it's the main factor in Dark Ages poor sales performance, but it certainly played a part. If Oblivion Remaster had liberal preview NDAs I think it would have hurt its PC sales quite a bit. I haven't seen anything in it worthy of the processing requirements. I wouldn't have to think very long is someone offered to trade the lighting and performance of Atomic Heart.

The juice is not worth the squeeze with what we're paying per Tflop opposed to other methods. Dark Ages is the best example of this aspect. There was very little in that game showcasing real time ray tracing. They could have doubled the audience and performance and lost very little, if any, visual appeal. Alan Wake 2 deserves a spot on that list as well. It looks great, but not enough beyond Control to ask for more than double the processing power and once again, cutting their potential audience into an even thinner fraction.
 
Have you seen the PS5/XSX version vs the PS5 pro and the PC version? I'm sorry but there is no intention for no reflections or poor looking reflections like this, be honest:


Or this:


The reason it looks diffuse on Pro vs the outside reflection on Pro/PC is not artist intention. It's low light and poor sampling for RT. The reflection isn't diffuse on high settings. On regular PS5/XSX it's almost entirely missing for everything except very close objects, looks like screenspace, and looks really bad.
I haven't played or seen the PS5 version, but this is how Alan Wake 2 looks on my PC.

The mirror reflections appear dirty, but there are areas where I can see sharp edges depending on the angle (this mirror isnt exactly flat, but convex), so I think the artist intended to make the reflections look imperfect.

1.jpg


The reflection of "Max Payne" looks razor-sharp. I haven't noticed any distortion in this particular glass.

4.jpg


On the big clock here, I can see two types of reflection being used. Reflections in the lower glass look razor sharp, while the upper (round) glass look distorted.

3.jpg


The reflections on the painting appear diffused here.


5.jpg


Reflections on this particular mirror look diffused and dirty regardless of the angle and distance.

Alan-Wake2-2025-03-14-02-59-42-743.jpg



This example shows a perfectly sharp reflection.


Alan-Wake2-2025-03-14-12-30-30-435.jpg


I don't think reflections in this game are limited because of low RT resolution as you suggest, as there are examples where the reflections appear perfectly sharp. IMO the artist has carefully chosen a particular type of reflection to achieve the intended look.
 
Last edited:
Arguably the biggest of them all Fortnite has Lumen and nanite, but this is an actual game where there's dynamic destruction/construction that benefit the most from ray tracing. Can disable it but it looks like shit.

The rest of FPS online shooters because none of them implement it?

Why would competitive FPS games make anything tougher to run, they seek potato PC users to run the game for higher userbase. There's no time of day to be had in those games either, most of them are static, or if they look like shit it doesn't matter peoples are running it in 720p to get >500 FPS.

This argument to say a technology is worthless because of such a niche use case is completely insane

I said it was useless to me since I much prefer low latency and high frames over cosmetics
 
I wouldn't call it a scam. It's cool technology. It's just the drawbacks often outweigh the benefits. Maybe eventually that won't be the case in the future.
 
Remember how shitty and performance sucking normal maps were when they first were introduced in gaming? Now try to imagine games without it.. that's what Ray tracing will be like someday.. It's just in an early rough stage that isn't ready for prime time
 
I haven't played or seen the PS5 version, but this is how Alan Wake 2 looks on my PC.

The mirror reflections appear dirty, but there are areas where I can see sharp edges depending on the angle (this mirror isnt exactly flat, but convex), so I think the artist intended to make the reflections look imperfect.

1.jpg


The reflection of "Max Payne" looks razor-sharp. I haven't noticed any distortion in this particular glass.

4.jpg


On the big clock here, I can see two types of reflection being used. Reflections in the lower glass look razor sharp, while the upper (round) glass look distorted.

3.jpg


The reflections on the painting appear diffused here.


5.jpg


Reflections on this particular mirror look diffused and dirty regardless of the angle and distance.

Alan-Wake2-2025-03-14-02-59-42-743.jpg



This example shows a perfectly sharp reflection.


Alan-Wake2-2025-03-14-12-30-30-435.jpg


I don't think reflections in this game are limited because of low RT resolution as you suggest, as there are examples where the reflections appear perfectly sharp. IMO the artist has carefully chosen a particular type of reflection to achieve the intended look.
If there is low light the RT looks worse and more noisy. What isn't true is that this is the devs intention especially the PS5/XSX versions which don't even really have a reflection but a poor screenspace excuse for one. So saying Remedy simply preferred this over planar is wrong. They just didn't bother to have something resembling a real mirror if it wasn't as easy as just "enabling RT" and even then getting a noisy image due to low sampling in low light.
20ca41aa3017-alan-wake-2-ray-tracing-on-ps5.jpg
 
Last edited:
Idk, maybe you're right. But I feel like they would've made a big deal out of any games with ray tracing. So far, no one's really talking about it. Maybe we'll see it in some new games, like possible balatro switch 2 edition:messenger_smiling_horns:
I realized about it since the Treehouse after Switch 2 Direct, but it's most probably not using RT but planar reflections, which are still one of the heaviest methods just not as much as RT
 
Ray tracing led to path tracing and path tracing is the future.

And thats my point RT is just lighting nothing more, but there are people pretend "its huge game changer" but its not.

For me at end of the day when it comes to visuals good aesthetics much is more important than RT or any other graphical tech.

I mean as far as I know Expedition 33 is not using any RT and yet the game is god damn gorgeous and mostly thanks to its excellent art direction.
It is a huge game changer, video game graphics cant hit their limit until graphics can mimic reality perfectly. The next step up is path tracing standard, infinite polygons in everything, textures are perfect, assets have way more density etc, liquid is perfectly simulated, physics are perfect, animation is perfect, cloth is perfectly simulated etc.
 
Last edited:
I haven't played or seen the PS5 version, but this is how Alan Wake 2 looks on my PC.

The mirror reflections appear dirty, but there are areas where I can see sharp edges depending on the angle (this mirror isnt exactly flat, but convex), so I think the artist intended to make the reflections look imperfect.

1.jpg


The reflection of "Max Payne" looks razor-sharp. I haven't noticed any distortion in this particular glass.

4.jpg


On the big clock here, I can see two types of reflection being used. Reflections in the lower glass look razor sharp, while the upper (round) glass look distorted.

3.jpg


The reflections on the painting appear diffused here.


5.jpg


Reflections on this particular mirror look diffused and dirty regardless of the angle and distance.

Alan-Wake2-2025-03-14-02-59-42-743.jpg



This example shows a perfectly sharp reflection.


Alan-Wake2-2025-03-14-12-30-30-435.jpg


I don't think reflections in this game are limited because of low RT resolution as you suggest, as there are examples where the reflections appear perfectly sharp. IMO the artist has carefully chosen a particular type of reflection to achieve the intended look.
yup most mirrors are just janky in alan wake 2. there are actually super sharp sections of certain mirrors so it is 100% by design

r9dtWFE.png

WCycfJE.png


well while looking at my screenshots i've rediscovered this gem
VknvGjx.png

these pot plants... they just look incredible
 
It is a huge game changer, video game graphics cant hit their limit until graphics can mimic reality perfectly.
Why would I want that? Most of the best games I played try avoid crap like that.

I don't play games for realism, I want have fun and being fantastical world….for me realism in games is fucking dull.
 
Ray Tracing is stunning when used correctly. I remember being blown away by the NPC HUB area in Dying Light 2's city. The way the colorful lights bounced off of the surroundings especially the puddles of water was really striking.
 
The CAPABILITY.
I'm not in to "what's latest tech" to care, only thing I care about is for games to be fun and with good interactive gameplay.

I don't care for games looking more photos realistic and with most realistic lighting all that nonsense….

I'm type of person care faaar more about actual playing the game more than caring about tech behind the visuals. As long as the game has good art direction then I'm happy when it comes to visuals.
 
Top Bottom