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Is ray-tracing worth it?

Is ray-tracing worth it?

  • Yes. I turn it on for all games

    Votes: 72 16.8%
  • Yes. But only for some games that make good use of it.

    Votes: 130 30.3%
  • No. The performance impact is not worth it for most games. Only for a few games

    Votes: 141 32.9%
  • No. It's never worth turning on, because the performance drops too much.

    Votes: 73 17.0%
  • I don' know / Don' care.

    Votes: 13 3.0%

  • Total voters
    429

Magic Carpet

Gold Member
As an end user, no it’s not worth the performance cost.
Ax me again when I get the Rtx 5090. Maybe I’ll change my mind.
 
There are now over 100 games with RT support. In most of them, RT makes a noticeable difference to the quality of the lighting. RT is very demanding, but on my RTX4080S many RT games run at over 60fps even at 4K native. Some games like RE3 remake are so well optimized I get 120-180fps at 4K native with RT. There are only a few RT / PT games where I have to use AI (DLSS / FG) to get at least 80fps at 4K (for example in Alan Wake 2 or Black Myth Wukong), but I do not mind using this technology because it works so well. If I would buy an AMD GPU my RT experience would be much worse though. In some RT games even 79000XTX is 3x times slower than my card, so I would need either lower RT settings, or turn it off completely to play at 80+ fps.
 

Bojji

Member
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.

This channel makes great review of HDR in new games and provide settings to make them better:


Sometimes HDR is just trash but most of the time it looks better (at least to me).
 

Bojji

Member
No not at the cost of console and games. I want games, not tech demos.

Isn't one of the points of new consoles like PS5 Pro to make games look better? RT provides the biggest visual difference, otherwise there are only resolution and scaler differences.

You can see that people are most excited about games that have RT on Pro, like F1/GT7 or DR1.
 

BbMajor7th

Member
With a handful of notable exceptions (Spider-Man 2) it was too early for consoles. I think it should have been a PC stretch goal this generation that got people excited for the next - consoles can do it, but the trade-offs are brutal. Some of the best-looking games and games on console haven't touched it.

If either manufacturer had been ahead of the curve, they'd have sunk resources into native ML-driven image reconstruction solutions instead. If a version of PSSR had launched with PS5, by now it'd be pushing better than 4K IQ from 900p renders and you could drive every other setting through the roof and make your games look a generation ahead.
 

Thebonehead

Gold Member
This and HDR get turned off when I get play games.
Take That Back Jason Sudeikis GIF by Saturday Night Live
 

rm082e

Member
Running on my PC (original FE 3080), I have never found RT to be an improvement visually. I remember standing in one of the markets in Cyberpunk with a bunch of different light sources. I turned all the RT bells and whistles on, and I can say the lighting looked a little bit different, but not better. Also my frame rate went from the high 70's to low 20's.

I've also played around with RT in a half dozen or so other games. Even if it were a 5% hit to the performance, I'm just not seeing enough value to be worth it. DLSS/DLAA on the other hand is great.
 

Robb

Gold Member
From what I’ve seen of it I’d say no. Seems like a huge cost for OK return currently. I’d rather save on performance in favor of other improvements given the choice.

Once console hardware and AI workarounds improves making RT a lot less of a burden I assume it’ll become the default solution in most cases though.
 

Arsic

Loves his juicy stink trail scent
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.
 

Roufianos

Member
On console at least, I've never seen a worthwhile implementation of it. Really could have done without it in games like Jedi Survivor.
 
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HeWhoWalks

Gold Member
Console players need not to apply…ray tracing on low powered devices is just stupid.
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.
 
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Esppiral

Member
Until it does not plummet the framerate and it is used to things that really matters, like global illumination, nah it is a waste of resources for marginally better reflection.
 

OverHeat

« generous god »
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.
What ever you like my friend 😂 30 fps with not even all bells and whistles is not for me.
 
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nemiroff

Gold Member
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.
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.
 
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Gaiff

SBI’s Resident Gaslighter
Might I chime in as a professional photographer and photo teacher?
I'm glad to get your perspective because I was talking to a studio manager at my workplace last week about similar things.
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'.
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.

D5OAs1E.png


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:

5lKGZ4c.jpeg


vs PT

bHMIiGX.jpeg


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:

UVnklRi.jpeg


RT:
0fELhvY.jpeg
 
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.

I know and we will prolly never see that until PS6 gen, maybe not even then.
 

ShaiKhulud1989

Gold Member
I'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.

D5OAs1E.png


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:

5lKGZ4c.jpeg


vs PT

bHMIiGX.jpeg


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:

UVnklRi.jpeg


RT:
0fELhvY.jpeg
Thanks for great addition
 

Sanepar

Member
Imo only in cyberpunk and alan wake 2 all the other games ray tracing is crap and doesn't worth the performance impact.
 

Zathalus

Member
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.

Working with good RTGI as a base allows for faster scene iteration and better workflow as compared to previous rasterized methods. It allows artists and level designers to see changes to a scene in real time.

Nothing about RT GI prevents artists and designers from placing fake lights or altering lighting conditions. But generally having good RT GI prevents the need for any of that in the first place.

The developers for Metro Exodus had a good interview on the subject:

 

Three

Member
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.
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.
 

diffusionx

Gold Member
I think it really helps with games in urban settings like Spiderman and Watch Dogs Legion. The games kind of overdo it with the reflections but it gives it a much more realistic/authentic look.
 
I want to use RT all the time, but the performance hit on some games just isn't worth it. It is one of the reason I bought a PS5 Pro, hoping to get to play a lot more games with RT on and still get 60fps...fingers crossed that GTA 6 will run at full fidelity at 60fps on the PS5 Pro...
 

TheStam

Member
I love path tracing. Cyberpunk still makes my jaw drop when playing it maxed out. You have to see it in motion, pixel peeping a screenshot does't really do it justice. It transforms the atmosphere of a game. The only thing that comes close graphically is Alan Wake 2. There is nothing quite like those two graphically due to this tech. Black Myth Wukong was pretty good too but not at that level.

Looking forward to Half Life 2 with path tracing, but I wish more games had it. This is the true next-gen tech out there and I'm really looking forward to more of it.

The video in the OP was really good. It's true that some games have partial unremarkable implementations of Ray tracing without RTGI and so on, but when it shines it is amazing and worth every frame in my opinion.
 
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.

Outlaws and Avatar? Even on console the RTGi in those games is noticeably improved over baked lighting of other games. Black Myth with lumen is a standout as well.
 
It depends is the only answer I can give you here. Path tracing looks amazing in CP and really changes the atmosphere of the world. Reflections can look good in certain cases but in most games I switch it off as the performance impact is just too dramatic.
 

64gigabyteram

Reverse groomer.
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.
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.
 
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.

So a game like RE2 remake, with the ugliest SSR artifacts, totally distracting to some gamers, are retards for liking a feature that gets rid of that? As others have pointed out, how it can get rid of distracting shadow cascades that fade in 10 ft from the player while traversing the envirpnment?

That's to say nothing of people with high end PC who get to enjoy games like Cyberpunk, in its neon lit city with rtgi and reflections ...come on now
 
Depends on the game really, and whether its just one effect or others. Reflections I don't always use as they are so lazily implemented at times, its really only RTGI that I notice, and even then that's only in a game that's somewhat dynamic (most games these days are pretty sterile visually). Darktide is one of the best for turning RTX on even tho a pass of RTXGI was used to bake the lighting too, RTGI adds an extra layer of atmosphere as the darkness in missions becomes thicker and light bounces around from skirmishes, reflections also become more detailed and diffused on metal surfaces.
 

zeroluck

Member
Not worth it unless you have at least a 4080, need GPU architecture that can cope with randomized nature of ray tracing better, also it needs to be the default way the game is rendered, no more tacked on.
 
I say no.

Honest to god i can't tell the difference in motion, yeah in screenshots i can see RT shots are "brighter" but when i turn it on, on games like Rift Apart i can barely see any difference.

Perhaps i didn't see a game that really uses RT, and not just some elements of it, but anyway i don't care for it, especially when for most games on consoles it means sucky 30fps, so no thanks.
 
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