All of those games are using just reflections for RT. They can stand alone on their own merits with SSR.
No, they are using RT for shadows/AO
not sure about godfall.
The best RTX implementation has to be with GI, reflections and shadows all together, otherwise is pointless. Since almost all games with RTX do only one of this three, I say Quake 2.
Miles and R&C aren't using RT for shadows/AO. And where is the link for DS using it for shadows/AO?
You've literally had this conversation about Dark souls already. If you want the link search for it, it's been confirmed for ages.
And yes, they confirmed it Spiderman will have Ray-traced ambient shadows on the playstation blog.
Well, I invite discussion when it's released.
That would mean CyberPunk looks suck without RT enabled. Quite unlikely.CyperPunk is what's going to sell raytracing the most.
It should definitely be top-tier AAA in looks without RT. Hopefully RT does offer a really nice jump though, for technologies sake, not that my wallet would appreciate it, lol.That would mean CyberPunk looks suck without RT enabled. Quite unlikely.
The fact that we have to showcase RT in games using Crysis Remastered that barely shows any improvement is very telling.
RT cores are weak and that's why most games using them just for reflections.
We are not going to see proper raytraced lighting this generation, other maybe hybrid solutions like the one used by Unreal Engine 5 or this one, SEUS PTGI a Minecraft mod that looks better than the official path traced version of the game.
SEUS | Sonic Ether
www.sonicether.com
wait forgot about Quake 2 RTX
if you need a comparison video to see the results of RTX applied to a game then is almost pointless.
Unfortunately we don't have the hardware for a proper RTX implementation except for simpler games like Quake 2 or Minecraft
Is SVOGI ray tracing?
I don't know what you are trying to prove here. Crysis is does show a big difference than conventional probe based GI. Anne the reflections are done very well. They results are there.
Path tracing isn't the same as Ray tracing. While Minecraft and Quake uses the technique for the entire rendering pipeline, they don't look modern at all.
Crysis doesn't show any big difference, yes it's nice to have that but it's very rough and barely noticeable by the common user.
I'll consider this trolling the game.. suit yourself buddy.
Is SVOGI ray tracing?
Yes but when people say real time raytracing, what Nvidia brought to gaming they are more or less referring to triangle raytracing. SVOGI has been out for years and no one was ever lauding it as real-time raytracing not even Crytek or Nvidia.
SVOGI makes a big difference in crysis.Give me a call when we will have a RT implementation that doesn't look like some old ambient occlusion post processing.
Yes but when people say real time raytracing, what Nvidia brought to gaming they are more or less referring to triangle raytracing. SVOGI has been out for years and no one was ever lauding it as real-time raytracing not even Crytek or Nvidia.
SVOGI makes a big difference in crysis.
Alex from digital foundry did extensive comparison. Lighting in crysis 1 without SVOGI is just flat.Please show me more evidence because I really can't see it.
That's because it couldn't run well in software. And, to my knowledge, only TTC implemented it in a game. The solution is very good. I'd like to see if Unreal's Lumine does something similar. I believe Crytek uses the GPUs of the 20x-30x with Vulkan to accelerate the intersection tests. Also, RT isn't limited to triangle intersection tests. You can trace rays against planes as well. In fact, it's more efficient than triangles if you can get the results you need.
The algorithm has been refined during the years a couple of games used it afaik (KC: Deliverance and the unreleased Fable Legends)
I am sure that UE5 uses a variation of it.
SVOGI was too demanding for old gen consoles, this is why almost nobody implemented it.
Kingdom Come Deliverence used SVOGI on PC and they were never calling it raytracing. Unreal's documentation on their website separates and makes a distinction between VXGI and RTGI.
Alex from digital foundry did extensive comparison. Lighting in crysis 1 without SVOGI is just flat.
Right at the beginning Alex talks about SVOGI.
He probably doesn't own the game. Or hates Crysis for whatever reason.