But the problem is not really that big unless you are a graphic whore that stop playing to move the camera all around to look at the reflection details every 5 min.Screen space reflections can look really good. But the inherent problem is that they are screen space. The reflections draw in and out weirdly as you move the camera, and objects that should be reflected, aren't.
Can i kiss you?I have yet to play a single game where I felt ray racing in any way contributed positively to the experience. It seems a largely pointless goal to me. Time spent far better on graphical asset fidelity and frame rate.
Thats the thing though. The time spent implementing ray traced lighting is far less than the one spent on making sure traditional lightining looks good. And that time increases exponentially the bigger the game is.I have yet to play a single game where I felt ray racing in any way contributed positively to the experience. It seems a largely pointless goal to me. Time spent far better on graphical asset fidelity and frame rate.
That's the thing tho, for now console and pc are not nearly powerfull enough to have only rtx lights, so devs have to do both classic method and rtx so double the work.Thats the thing though. The time spent implementing ray traced lighting is far less than the one spent on making sure traditional lightining looks good. And that time increases exponentially the bigger the game is.
Devs aren't pushing ray tracing because it "looks cool", they're pushing it because its easier to work with and less time consuming.
The raytraced setting just removes what makes the game attractive.
Returnal also simulated raytracing well.
Can't help but feel raytracing has become a technical obsession rather than an important benchmark for games. games don't need it and it only wastes most of the resource budget.
Imagine an industry that has plateaued and it's run mainly by the people that sell you the good to make it happen, they create technology that is expensive performance wise an monetarily too. They sell said tech after brainwashing people of its value.I have yet to play a single game where I felt ray racing in any way contributed positively to the experience. It seems a largely pointless goal to me. Time spent far better on graphical asset fidelity and frame rate.
RTGI is important for dynamic objects and/in dynamic environments. It's especially noticeable in games that feature a dynamic time of day and cannot rely on baked lighting. Here are examples of raytraced lighting vs the standard light probe method paired with SSAO we've seen in many games with day/night cycles:
We're on a transitional phase. Many games already started development before RT became a thing, devs still have to learn how to properly work with RT, and as you said, an userbase with RT capable machines has to become more commonplace. Its not like one day suddenly everyone would switch from traditional lightining to ray tracing, its a gradual proccess.That's the thing tho, for now console and pc are not nearly powerfull enough to have only rtx lights, so devs have to do both classic method and rtx so double the work.
The times were devs can only do rtx are still far away, so for now rtx are literally more busy work, and devs can push all the fuck they want, they are not gonna transform a 10 tf machine into a 50 tf machine...
Can't you only do that if the game is a pc exclusive? like how do you make work a game with ONLY rtx on console?We're on a transitional phase. Many games already started development before RT became a thing, devs still have to learn how to properly work with RT, and as you said, an userbase with RT capable machines has to become more commonplace. Its not like one day suddenly everyone would switch from traditional lightining to ray tracing, its a gradual proccess.
We'll probably only see some games this gen that make use of ray tracing exclusively, like the next game from Metro Developers where they already stated they'll work with RT exclusively.
Quality on baked lightining varies greatly, its really reliant on the skills and time invested on to it.
RAGE for example, a ps360 game, generally had very good baked lightining that could almost have passed as ray traced quality, staticity aside.
Should be possible. Aren't consoles able to run Metro Exodus Enhanced Edition? You can also still mix in some older techniques that are easier to work with like SSR to improve visuals for less cost.Can't you only do that if the game is a pc exclusive? like how do you make work a game with ONLY rtx on console?
Thats the thing. It isn't. Sometimes its straight up physically impossible due to the time and manpower that would cost.But if *in theory* that can just be baked in (for static conditions) then surely it's worth spending that time doing that??
But the problem is not really that big unless you are a graphic whore that stop playing to move the camera all around to look at the reflection details every 5 min.
The average player is never gonna notice the difference unless they are trying to prove a point for internet comparisons.
Like if you stop swinging and fighting at high pace to check if the reflection of spiderman is perfect on the side of a building, you have bigger problems than inaccurate reflections imo![]()
It still sound extremely heavy for something with an underpowered amd gpu, so not even the best brand gpu for rtx...Should be possible. Aren't consoles able to run Metro Exodus Enhanced edition? You can also still mix in some older techniques that are easier to work with like SSR to improve visuals for less cost.
Imagine an industry that has plateaued and it's run mainly by the people that sell you the good to make it happen, they create technology that is expensive performance wise an monetarily too. They sell said tech after brainwashing people of its value.
I honestly don't care about RTX either, it's a fad and a silly one that is out of reach performancewise(intentionally) for most people. It's a ploy to get people to want the next fastest gpu.
Thats the thing. It isn't. Sometimes its straight up physically impossible due to the time and manpower that would cost.
Thats why i said some games. We're still not at a phase where everything can be replaced for RT. I think Sony and MS games will still use a mix of old tech and RT for the rest of this gen.It still sound extremely heavy for something with an underpowered amd gpu, so not even the best brand gpu for rtx...
I'm pretty sure that metro exodus had to cut many corners to run on console compared to the pc version...
And new games are gonna be way better looking so even heavier to run even without rtx...
Time will tell.
I'm not fully knowledgeable either.You'll have to forgive my ignorance - I assumed they just used offline renderers similar to how they make CG films? It's not manually determined, is it?
Ray tracing is decades old tech. The power to do it in real-time is what is new. And it will eventually remove a lot of the restrictions on games that baked lighting imposes.Imagine an industry that has plateaued and it's run mainly by the people that sell you the good to make it happen, they create technology that is expensive performance wise an monetarily too. They sell said tech after brainwashing people of its value.
I honestly don't care about RTX either, it's a fad and a silly one that is out of reach performancewise(intentionally) for most people. It's a ploy to get people to want the next fastest gpu.
But the problem is not really that big unless you are a graphic whore that stop playing to move the camera all around to look at the reflection details every 5 min.
The average player is never gonna notice the difference unless they are trying to prove a point for internet comparisons.
Like if you stop swinging and fighting at high pace to check if the reflection of spiderman is perfect on the side of a building, you have bigger problems than inaccurate reflections imo![]()
Can't help but feel raytracing has become a technical obsession rather than an important benchmark for games.
In terms of realism, nothing beats robust RT with physically based light sources. But simply "switching on" RT in a game that wasn't made that way won't give you that result.Stray is not the best chocie but look at TLOU2. Baked lighting is amazing in it.
If that game was raw + live ray tracing, it would not look as good... but of course it would be more dynamic.
Btw. What's the reason not to bake 24 times of day lighting like horizon does ?
The raytraced setting just removes what makes the game attractive.
Returnal also simulated raytracing well.
Can't help but feel raytracing has become a technical obsession rather than an important benchmark for games. games don't need it and it only wastes most of the resource budget.
It is the purist's goal. One where the creator no longer has to spend time baking lighting to make things look right or have a static environment. It's a goal of having completely dynamic lighting that's as real as it can be. It's a good goal but whether or not it is worth the computational cost to have dynamic lighting and reflections is dependent on what you are trying to achieve in your game.I have yet to play a single game where I felt ray racing in any way contributed positively to the experience. It seems a largely pointless goal to me. Time spent far better on graphical asset fidelity and frame rate.
DLSSAnd even on pc, how many people can play a game like that? i'm sure as hell i can't with a 2070 super...unless i play at 900p with low details at 30 fps...
Cost, time, money. It takes 100 fucking people on top of their game for the entire development time to properly fake lighting n shadow interactions plus create assets(materials, cubemaps, lightmaps, shaders, shadowmaps n ext) n systems needed for it.Stray is not the best chocie but look at TLOU2. Baked lighting is amazing in it.
If that game was raw + live ray tracing, it would not look as good... but of course it would be more dynamic.
Btw. What's the reason not to bake 24 times of day lighting like horizon does ?
haven't played DL2, but as someone with the hardware to run max settings with rtx in cyberpunk2077, the difference between RTGI and their prebaked lighting is still hard to notice in most cases. I really tried to concince myself it was worth the fps hit but it just isn't. The only game that has truly convinced me of its potential is Minecraft (with full pathtracing or whatever its called.) I still feel like the focus on RT this generation is going to be looked back at as a mistake. When hardware is SO advanced that RT isn't making a huge impact - 10 years from now? - maybe it'll be worth the hype. I think upscaling tech is a lot more important and impressive right now.This
RTGI in an open world game makes all the difference. See Dying Light 2 or Cyberpunk.
Games with dynamic time of day would greatly benefit from RTGI. Stray is static, so it could benefit from reflections, but eh, it comes at a huge cost and the game already has amazing SSR.
Something like the Assasins Creed should adopt RTGI asap. Hopefuly with FSR 2.0 and etc. they will be able to implement it.
You dont notice it often because the game looks good enough with the prebaked sollution and you cant notice what you are missinghaven't played DL2, but as someone with the hardware to run max settings with rtx in cyberpunk2077, the difference between RTGI and their prebaked lighting is still hard to notice in most cases. I really tried to concince myself it was worth the fps hit but it just isn't. The only game that has truly convinced me of its potential is Minecraft (with full pathtracing or whatever its called.) I still feel like the focus on RT this generation is going to be looked back at as a mistake. When hardware is SO advanced that RT isn't making a huge impact - 10 years from now? - maybe it'll be worth the hype. I think upscaling tech is a lot more important and impressive right now.
Dlss doesn't do miracles, at least not with a 2070 super, and i tried basically any game with both rtx and dlss, unless you use that ultra performance mode that looks like shit (and isn't enough).DLSS
Can confirm thisFacts: Baked bread is better than raytraced bread so naturally, baked lighting is better than raytraced lighting.
Same experience with most rtx games, it looks great in some cherry picked pics for forum comparisons but during normal gameplay the trade off is not worth at all.haven't played DL2, but as someone with the hardware to run max settings with rtx in cyberpunk2077, the difference between RTGI and their prebaked lighting is still hard to notice in most cases. I really tried to concince myself it was worth the fps hit but it just isn't. The only game that has truly convinced me of its potential is Minecraft (with full pathtracing or whatever its called.) I still feel like the focus on RT this generation is going to be looked back at as a mistake. When hardware is SO advanced that RT isn't making a huge impact - 10 years from now? - maybe it'll be worth the hype. I think upscaling tech is a lot more important and impressive right now.
No, you can't do what those games do with baked lighting. Games like Minecraft and Quake II are fully path-traced, which is the ultimate dream for RTX rendering, but isn't really viable yet for games with modern graphics. Metro Exodus is a good example of "How to do things right with current technology," a robust RT implementation with RT Global Illumination, AND they did the hard work of going through all the art and re-doing it to use only physically based light sources, which is what ray tracing does so well.Thanks for the reply.
I don't really know what to make of it then. To me the effect of the RT in eg Quake 2 and Metro is absolutely spectacular. Practically a generational advance by itself. But if *in theory* that can just be baked in (for static conditions) then surely it's worth spending that time doing that??
Depends. I mean in games like Spider-Man, where there are a lot of reflective vertical surfaces, it's a huge game-changing effect. But if you're doing reflections in puddles and lakes that already looked alright with SSR it might be a waste of performance budget.As for the reflections and shadows I've seen in games so far (PS5) - I just think they're ludicrously costly compared to the effect. I think people like the DF crew are just obsessed with the technology and delude themselves that the visual impact is just as impressive.
Quality on baked lightining varies greatly, its really reliant on the skills and time invested on to it.
RAGE for example, a ps360 game, generally had very good baked lightining that could almost have passed as ray traced quality, staticity aside.
Yeah, Rage used their megatexture tech that allowed them to burn a lot of detail into map textures. I think they dropped it afterwards due to problems such as detail popping in when turning due to lack of i/o bandwidth and the pure complexity of their solution.I'm pretty sure it was LITERALLY raytaced and then baked into textures.
in fairness DL2 and Metro are the two games I haven't tried it with that are usually touted as being best in class. I'll give them a shot soon but both have had pretty middling reception outside of how good they look so it'll have to be a steep discount.You dont notice it often because the game looks good enough with the prebaked sollution and you cant notice what you are missing
But as soon as you turn on the RT features ... It's striking, man. Go to the Afterlife entrance and turn it on and off. It's night and day, imo.
And in DL 2 it's much more noticeable. It's the most impreeive RT implementation so far, I think. Up there with Metro Exodus.
In Metro and Dying Light 2 it's a generational leap, imo.
To me it's so noticeable, that I bought Dying Light 2 more than once, on PS5 and then PC, because I couldnt experience the game without it
PS: RT on Medium in Cyberpunk is enough to get RT GI. Don't go for High and Psycho, you'll waste resources for nothing.
Interesting,Yeah, Rage used their megatexture tech that allowed them to burn a lot of detail into map textures. I think they dropped it afterwards due to problems such as detail popping in when turning due to lack of i/o bandwidth and the pure complexity of their solution.
I was playing the cycle frontier yesterday and getting 30-40 fps more using dlss ultra quality and it looked as good as native res to my eye. I have a 5800x3d though so I think that cpu really boosts fps when rendering at a lower res. What I really appreciate dlss for is when its used as an AA solution for games that have terrible AA. Lots of games at 1440p only look clean with TAA which blurs the image and DLSS is the best alternative when done well. It has so much utility when you start to factor in DLDSR to achieve great image quality with less of an fps impact. Some games do have a shit implementation with ghosting or oversharpening but devs are slowly figuring that out.Dlss doesn't do miracles, at least not with a 2070 super, and i tried basically any game with both rtx and dlss, unless you use that ultra performance mode that looks like shit (and isn't enough).
Dlss is only worth a penny in quality\balanced mode in most games, performance already take a good hit on iq.
It was dropped in Id Tech 7. Only Doom Eternal don't use megatexture. It's not even bandwidth problem but game size one. With megatexture you literally can't use texture in more than one place and that limits how big they actually can be before games is so big that it cant't be fitted into hard drives of players. It also is in opposition to PBR and raytacing so with that technologies being pushed forward it stops being asset and starts to be liability.Yeah, Rage used their megatexture tech that allowed them to burn a lot of detail into map textures. I think they dropped it afterwards due to problems such as detail popping in when turning due to lack of i/o bandwidth and the pure complexity of their solution.
30-40 fps gained on quality mode? With what game?? And on what resolution?I was playing the cycle frontier yesterday and getting 30-40 fps more using dlss ultra quality and it looked as good as native res to my eye. I have a 5800x3d though so I think that cpu really boosts fps when rendering at a lower res. What I really appreciate dlss for is when its used as an AA solution for games that have terrible AA. Lots of games at 1440p only look clean with TAA which blurs the image and DLSS is the best alternative when done well. It has so much utility when you start to factor in DLDSR to achieve great image quality with less of an fps impact. Some games do have a shit implementation with ghosting or oversharpening but devs are slowly figuring that out.
It's almost as old as use of textures in 3d graphics.Well yes, raytracing baked into lightmaps is an age old technique used across generations.