Nowcry
Member
Great to see you again Bo_Hazem
Unwanted advise: Instead of just loling at posts it would be more constructive, and you wouldn't look as a fanboy as you do, if you could demonstrate somehow that Demon's Souls was not 1440p as DF and Lance McDonal, who both have contacts in BluePoint games, claim instead of 4K that you were claiming.
While you are at it you could also proof how DS uses RT as you were claiming although Gavin Moore, creative director of DS says it doesn't
I can prove that to you. no need to bother Bo_Hazem .
Global lighting and real-time shadows is an RT technique that does not need to use dedicated hardware but is supported. There are no RT reflections but in return you get that great lighting and shadows.
I put a timestamp right at the moment when he talks about PS5 and demon souls.
[embed] [/ embed]
It is impossible to use real time lighting and shadows without ray tracing techniques. As soon as a light becomes dynamic either in position or turned on or off at will you need to use ray tracing techniques.
The game is a luxury to see it is more I can recognize the lighting in real time easily and reflections of at least indirect lighting that are techniques that use RT can be in shaders or in dedicated hardware:
There is a moment when this appears:
The armor is reflecting the fire a little on the left shoulder, which later disappears and does not reflect until it approaches with the different intensities.
You can also see how the sword reflects indirect light on the ground:
Here we can see how the same one on the right shoulder pad stops reflecting when it interposes its head between the global illumination so it is not SSR and also casts shadows on itself.
As I said this game uses ray tracing techniques to render, either through shaders or through dedicated hardware. And no matter what a magazine says or what the Dev says, it is clear that he has misunderstood the question, the ray tracing he is talking about is reflections or they will not use the dedicated hardware but the game uses techniques of ray tracing since there is no other technique for it, because they prefer to use shaders and the CPU, because they have written the code this way. Although it seems strange to me that the dedicated RT hardware will not be used since it could only improve the fps instead of leaving it stopped, except that RDNA2 does not have dedicated hardware and is only a shader accelerator (as I have already proposed in a later post ).
In any case, the game is spectacular, for now only the demo of UE5 that used the same lighting surpasses it.
We also have an interview from 1 day earlier in which I mention ray tracing.
Please wait for the matter to be clarified and stop spreading FUD.
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