Kataploom
Gold Member
Maybe you should give it a look, of you know how SSR works you'll know it's not SSRSee? This is why Nintendo relies on its fans' imagination instead of making good hardware.
Maybe you should give it a look, of you know how SSR works you'll know it's not SSRSee? This is why Nintendo relies on its fans' imagination instead of making good hardware.
So you don't care about pretty only now?This, all of this is mostly about making graphics more "pretty" its not gonna change how you gonna play the game.
Yes! I have refused to play GTA 5 exactly because you play as this ugly shit!
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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.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...
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.This, all of this is mostly about making graphics more "pretty" its not gonna change how you gonna play the game.
I like pretty mostly in art direction and overall aesthetics, you don't need RT to make that happen.So you don't care about pretty only now?![]()
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?
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!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.
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![]()
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.
Sure? the character design still has to be good.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
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.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?
Do you have screens of Avowed with more compression artifacts? I can still recognize the gameI 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
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The death stranding one seemed a little unfair as it was diffuse lighting in an open environment so I tried again
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Another random avowed shot just for good measure
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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.
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And thats my point RT is just lighting nothing more, but there are people pretend "its huge game changer" but its not.its just lighting, bro:
Well they are just screenshots from youtube. Even with the crappy compression the lighting still stands out.Do you have screens of Avowed with more compression artifacts? I can still recognize the game![]()
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.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.
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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"
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I mean look at this "raytraced" mirror in Alan Wake in comparison:
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Or even worse this screen space reflection one:
This is on newer hardware vs a PS4.
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.
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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.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.
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: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.
wait till a nintendo console gets performant RTThis, all of this is mostly about making graphics more "pretty" its not gonna change how you gonna play the game.
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:
lol. We can agree on that part. It's just natural evolution. Not a paradigm shift like 2d to 3dI'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.
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.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.
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 editionMaybe you should give it a look, of you know how SSR works you'll know it's not SSR
First shot is impressiveIt 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.
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With RT remedy could render sharp, diffused and specular reflections in both small and big locations. Planar reflections arnt so universal.
*SNIP*
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: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.
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.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 haven't played or seen the PS5 version, but this is how Alan Wake 2 looks on my PC.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.
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
They could though - the ray traced hit detection in DoomA didnt seem to make a massive difference in SP - but in multiplayer it could really up the fidelity of shooting someone.
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.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.
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The reflection of "Max Payne" looks razor-sharp. I haven't noticed any distortion in this particular glass.
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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.
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The reflections on the painting appear diffused here.
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Reflections on this particular mirror look diffused and dirty regardless of the angle and distance.
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This example shows a perfectly sharp reflection.
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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.
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 RTIdk, 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![]()
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.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.
yup most mirrors are just janky in alan wake 2. there are actually super sharp sections of certain mirrors so it is 100% by designI 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.
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The reflection of "Max Payne" looks razor-sharp. I haven't noticed any distortion in this particular glass.
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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.
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The reflections on the painting appear diffused here.
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Reflections on this particular mirror look diffused and dirty regardless of the angle and distance.
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This example shows a perfectly sharp reflection.
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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.
Why would I want that? Most of the best games I played try avoid crap like that.It is a huge game changer, video game graphics cant hit their limit until graphics can mimic reality perfectly.
The CAPABILITY.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.
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.The CAPABILITY.