Ohhhhh. Non native English speaker. Took me long enough to get this.If you're going to use that abbreviation for Cyberpunk 2077 please, for your safety add 2077 at the end of it.![]()
Yeah, I have tried it in numerous games, even checking the newest games, and I can't do it. Just looks bad. And I have the latest LG as well. Sometimes I would find that the game had it on by default, and I didn't check. Then I realize something isn't looking right. I go into settings, disable HDR, and I am like AW YEAH.
No not at the cost of console and games. I want games, not tech demos.
This and HDR get turned off when I get play games.
I'm not so sure if Metro Exodus was designed with RT in mind.
Nope. Games like Spider-Man 2 suggest that if they can do it effectively, it works well (ironically, no different of a situation to PC). The Pro is about to up the ante even more for consoles.Console players need not to apply…ray tracing on low powered devices is just stupid.
What ever you like my friendNope. Games like Spider-Man 2 suggest that if they can do it effectively, it works well (ironically, no different of a situation to PC). The Pro is about to up the ante even more for consoles.
Developers can indeed keep it in mind from the start of development to try to optimize for it. However, AFAIK, creating games with pure ray tracing lighting requires the complete removal of all raster elements.It was, it's a PC game first and foremost and it was its biggest selling point since they first showed it. I remember all the videos showing how they designed the RTGI.
I'm glad to get your perspective because I was talking to a studio manager at my workplace last week about similar things.Might I chime in as a professional photographer and photo teacher?
Agreed with pretty much all of that. I often see the studio guys showing up with a bunch of film equipment that includes props and devices to alter the natural lighting to fit the artistic vision of whatever they're working on. Unrealistic = / = bad. In fact, it's also very common in games to have deliberately inaccurate lighting to set the mood of a scene or make it more dramatic.Realistic doesn't mean good or even pretty. Half of my job consists of faking/alterating light sources or colors. Cutscene lighting is always fake through and through and even in-game lights are usually heavily modified for mood, artisric or navigational purposes.
Ray-tracing is solving the lightmap baking problem, yes. It can speed up the process if you lack artists or resources to re-bake the lights oftenly. But full RT/PT is too problematic for both art and level design departments, becase the 100% accurate lighting is usually dull, flat and just boring. That's why games, just like movies or photoshoots, will never drop fake light. And it's easier to fake the whole model with occasional inclusion of RT for contact shadows or reflections, not full-on RT. Even CP2077, a champion of the tech, while being good for most of the time with RT/PT is suffering in that mode. In some scenes and locations quite heavily, because art is not adjusted properly and cannot be realistically fully adjusted to full PT regardless. For example dark locations with PT/RT are just... Well, too dark. You need to either add a lot of subtle fake lights, mess with the contrast or just turn off the roof for cutscenes in darker locations. Plus static scenes tend to 'pop' more, because they are adjusted by hand and not by the laws of nature.
There is also a huge problem with faking lights with always-on RT, because of the great strain on hardware. You basically need to add fake reflectors, fake lighting rigs and even fake color panels. All to negate effects of realistic shadows and realistic color bleeding. PT/RT is basically bringing real life on-set problems to videogames and nobody wanna deal with that, especially in big-ass open-world games. That's why, for example, Horizon Forbidden West doesn't use RT and very few games even on PC (outside of sims) rely on RTGI for a complete lighting model.
So yeah, RT will be used, but sparingly. It's not always on even in pre-rendered animated films because there is an artistic intention that can be ruined by the light being 'too real'.
Developers can indeed keep it in mind from the start of development to try to optimize for it. However, AFAIK, creating games with pure ray tracing lighting requires the complete removal of all raster elements.
That's sort of the remaining annoying issue until the necessary minimum requirements are met by the majority of users. CDPR gave some insightful information about the implementation of RT/PT in CP explaining the occasional overlapping issues, although I cannot recall the source atm.
Thanks for great additionI'm glad to get your perspective because I was talking to a studio manager at my workplace last week about similar things.
Agreed with pretty much all of that. I often see the studio guys showing up with a bunch of film equipment that includes props and devices to alter the natural lighting to fit the artistic vision of whatever they're working on. Unrealistic = / = bad. In fact, it's also very common in games to have deliberately inaccurate lighting to set the mood of a scene or make it more dramatic.
For instance, look at how deliberately dark and moody this scene in GOW 2018 is.
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It's broad daylight and there are holes and gaps in the house where light passes through. It shouldn't be this dark, but it serves a purpose. Little Atreus sitting alone in a dark house with his father in the shadows conveys how lonely he is and the distance there is between him and Kratos at this point in the game. If you had ray tracing instead, the atmosphere would be destroyed and the scene's composition would not tell anything to the player.
With that said, I still believe that those examples are a minority and that by and large, developers wish to have accurate lighting and alter whatever needs to be altered to follow their artistic vision. Films are a great example because they're literally the opposite of video games. They start off with perfectly accurate lighting (duh) that the director or light engineers alter to suit their visions. They're also obviously far easier to control since every shot, every angle, and every source of light can be carefully controlled. Everyone will see the exact same thing and films are only a few hours long, so scenes can be painstakingly curated to look perfect. Games are a different story as they don't start with accurate lighting at all and the artists/engineers have to go through the entire thing and manually place light probes, lightmaps, etc, and they have to take into account that these can be viewed from almost any angle and will interact with various objects. They probably would love for RT to do everything accurately and then go in to modify what needs to be as it would save a lot of time. For the most part, excluding gameplay and story purposes, we want the lighting in games to be accurate.
Cyberpunk is a prime example of a game that has great lighting out of the box but is so large that it's inevitable that the developers screw up. The game is rife with scenes with horrible lighting when not using ray tracing (and even some when using it). Sorry about the overexposed screenshots. Windows destroys HDR.
Non-RT:
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vs PT
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This is one of those "flat lighting" moments. The radiator thing on the right doesn't even have bounce light which is completely nonsensical. Cyberpunk being open world benefits a lot from ray-traced lighting since most of the time where we're outdoors or even indoors, we just want accurate lighting, not artistic lighting.
Non-RT:
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RT:
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My point still stands. With always-on RT devs need to basically re-create the entire real-world pipeline for computer games and that's just not productive with current insane dev cycles. You'll instantly get parasitic reflections, color bleeding, you'll need to negate parasitic shadows, etc. because everything will be 'real'. Just imagine that the in-game navigation will be plastered with fake AF lights. People are moaning about the yellow paint and with fully honest lighting we are falling in even deeper hole of breaking the immersion.
Plus a lot of times it's just easier and faster to fake the scene altogether to fit the artistic vision that to painfully tweak the entire set design to fit in PT/RT shenanigans.
The worst offenders are games with raytraced shadows, GI, etc and the game doesn't even have any dynamic ToD or anything that changes lighting drastically. Just bake your lighting, you'll get so much better performance with barely a noticeable change.Too many devs now make their games have horrible reflections or none at all, unless you turn on ray tracing.
SH2 does a great job with regular reflections.
Really comes down to the implementation, if its just a blanket replacement for lighting than its usually not worth it.
In fact I think the best use is relections sometimes shadows. RTGI can be nice but way too heavy.
Diablo IV may as well not be there.
AW2 still looks great with raster but looks shiny with RT.
Outlaws, Avatar, no point at all.
Plz don't abbreviate cyberpunkI would always trade visual clarity (no upscaling method at all) and 60 fps minumum for RT. That being said, CP really look beautifuil with RT on![]()
And eventually this won’t matter either, next gen or the gen after. Time always moves forward, and what’s stupid will cease to be so stupid anymore.Console players need not to apply…ray tracing on low powered devices is just stupid.
Games are also being held back by below 4070 level gpus since even Nvidia won't give good rt performance to anyone paying under 500.Games are getting hold back by consoles and AMD gpu's that simple suck at it. So if its there it ads absolutely nothing to the picture or its barely visible when games are focused for those platforms. When not however u see clear gains and its hard to go back to no raytracing.
Cyberpunk 2077 overdrive is just amazing.
Raytracing can’t be turned off.What ever you like my friend30 fps with not even all bells and whistles is not for me.
Even though performance is trash, I believe RT is a useless feature regardless of wheter it gets better or not. Its an incredibly dumb feature explicifit for retards. Theres no benefit of people looking at reflections, not is gained and neither does affect the gameplay. Most of time people gonna spent looking elsewhere or barelly looking at it.
Raytraced Lighting On vs Off in Kingdom Come: Deliverence
Massive difference. But SVOGI is raster, no?