Oh, but that's not RT. Compute GI, right?Havent you seen UE5 tech demo? "Lumen" (real time GI) is using software RT, just very limited (or should I say optimized).
Oh, but that's not RT. Compute GI, right?Havent you seen UE5 tech demo? "Lumen" (real time GI) is using software RT, just very limited (or should I say optimized).
Oh, but that's not RT. Compute GI, right?
Funny how MS fanboys kept talking shit about HW RT not being in PS5 (supposedly) and how this put Series X in advantage.
Now it's not a big deal if RT gets used at all!
Significantly more CU's buddy. 1.8 TF gpu advantage320 giga rays vs 380 giga rays. 15% difference . Yea MUCH MORE lol![]()
What does it even mean?
It is pretty telling that Epic had to be asked whether they have used RT or not, after showing this demo:
RT is a little more than a buzzword pushed by NV at this point.
This is going to be a 10 year generation. Buckle up.A year or two ago most people didn't expect raytracing to be in next-gen consoles at all. This lightweight RT is okay for now. Go all-in next-gen (2027).
Looks to me like all of Sony's first party studios and majority of big hitters are on the Ray tracing train. Pretty much the showcase of what true next-gen will look like will be PS5 exclusives like Spider-man Miles Morales, Ratchet and Clarnk: Rift Apart, Horizon II Forbidden West and Demon Souls....
Third parties would naturally lag hard by supporting cross gen hardware and simply having horrible engines in need of upgrades but that's how these things go.
None of the games you mentioned have announced support for ray-tracing except MM. And even that was a cutscene or photomode shot. R&C didn't show any RT. Neither did HFW or DS.
We'll get more ray-tracing from 3rd parties than first parties simply because there are more 3rd party companies out there.
None of the games you mentioned have announced support for ray-tracing except MM. And even that was a cutscene or photomode shot. R&C didn't show any RT. Neither did HFW or DS.
We'll get more ray-tracing from 3rd parties than first parties simply because there are more 3rd party companies out there.
DF was quite convinced R&C was using raytracing and I recall they specifically stated that Clank was raytraced.
I'm not an expert so what do I know, maybe it was a different technique and DF mistook it for raytracing.
Havent you seen UE5 tech demo? "Lumen" (real time GI) is using software RT, just very limited (or should I say optimized).
None of the games you mentioned have announced support for ray-tracing. R&C didn't show any RT.
Cmon now Alex
DLSS (Deep Learning Super Sampling), not DSLL.Well the "RT thing" is the biggest "thing", the holy grail of graphics.
But yeah, RT without other techniques is still expensive. Its a shame that next gen consoles dont have a proper DSLL 2.0 like implementation in place.
Yeah, but we've only had one generation of cards designed with ray tracing in mind, and Turing debuted nearly two years ago -- a lot has changed. Plus, AMD's Big Navi will almost certainly be cheaper than the Turing cards were when they debuted. It's kind of like VR. Very niche and expensive when it first started, but it's becoming less so as time goes on.This RT thing drops the in-game frame rates even on high end PC GPUs when used liberally
None of the games you mentioned have announced support for ray-tracing except MM. And even that was a cutscene or photomode shot. R&C didn't show any RT. Neither did HFW or DS.
We'll get more ray-tracing from 3rd parties than first parties simply because there are more 3rd party companies out there.
Can't believe these bottom of the barrel tier game devs with such low standards managed to fool this master vfx auteurThe self-aggrandizing expert burned again......and again...![]()
Where have we see any RT that is impressive from MS?No. The arguement is that XSX is more capable of doing Ray Tracing. And that remains the case.
From Japan Studio and Bluepoint Games comes a remake of the PlayStation classic, Demon's Souls. In addition to beautiful shadow effects and ray tracing, players can choose between two graphics modes while playing: one focused on fidelity, and one focused on frame rate.
I'm not happy about Sony ticking tech boxes for the likes of VFXVet that judges the quality of the visuals based on how much tech goes into it, not that actual quality of application.
For most of us, it's the end result, not how the sausage is made. I'm going to be majorly pissed if we're running 30fps because we have more accurate reflection when fake at 60 would be a better result on balance.
Who's with me?
30fps is fine for the majority of games. 60fps is only really necessary for games that need precision or move fast. I'd rather get additional visual splendor at 30fps than stripped-down visuals at 60fps. It's more about stability at 30fps. With stable framerates, it looks perfectly fine. We're still 2-3 generations away from 60fps as a standard, unless you're talking about VR, and there 120fps is probably preferred.I'm not happy about Sony ticking tech boxes for the likes of VFXVet that judges the quality of the visuals based on how much tech goes into it, not that actual quality of application.
For most of us, it's the end result, not how the sausage is made. I'm going to be majorly pissed if we're running 30fps because we have more accurate reflection when fake at 60 would be a better result on balance.
Who's with me?
ray tracing scales with clocks. but nice try.Significantly more CU's buddy. 1.8 TF gpu advantage
But aren't the RT cores on RTX separate in the sense that they don't influence traditional rasterisation except if they, well, bottleneck the framerate with their own performance or lack thereof.It will always incur a cost, yes.
But aren't the RT cores on RTX separate in the sense that they don't influence traditional rasterisation except if they, well, bottleneck the framerate with their own performance or lack thereof.
PS5 games with RT and gameplay:
Gran Turismo 7
Ratchet & Clank: Rift Apart
Demon's Souls
Spider-Man: Miles Morales
Godfall
Which SX games have already been confirmed with RT?
Precisely, it's all an illusion. Effects and how convincing they are is a game of smoke and mirrors.Game development is always about hacks to create a realistic image ...
That's because it's a creative process , fake it till you make it!
We have already seen big games on PS5 using RT. As usual the most important will be the APIs and how easy it will be for devs to use the new feature in their games. And Sony seem to have the advantage here.No shit, these console are not ready for RT.
This so much. Next gen needs better AI and physics more than better graphics. It's sad that the most popular FPS game (COD) doesn't even have correct line-of-sight mechanics.RT can be used by devs in a lot of other areas other than reflections and lighting. player hit detection, AI, NPC navigation, etc. I think we are going to see some really cool stuff this gen.
Don't kid yourself, these console are not remotely enough powerfull to have great rtx, 4k, 60 frame and a big generational jump in raw graphics.We have already seen big games on PS5 using RT. As usual the most important will be the APIs and how easy it will be for devs to use the new feature in their games. And Sony seem to have the advantage here.
I mean Microsoft are still using Nvidia 2080ti to show off their upcoming games and those don't even have RT enabled. It's sad how unprepared they are.
No. The arguement is that XSX is more capable of doing Ray Tracing. And that remains the case.
None of the games you mentioned have announced support for ray-tracing except MM. And even that was a cutscene or photomode shot. R&C didn't show any RT. Neither did HFW or DS.
We'll get more ray-tracing from 3rd parties than first parties simply because there are more 3rd party companies out there.
Precisely, it's all an illusion. Effects and how convincing they are is a game of smoke and mirrors.
I don't need to hear vfx veteran, it's simple logic, rtx are not free and no magic from devs can reduce their performance requirements, if you want to render light in real time there is not trick this time.
Hope people notice that RT is still not the perfect solution. Effects like particles do not reflect due to their seperate rendering nature. Screen space while only working with what's on screen may actually provide more convincing reflections in certain situations.
Again, it's not what you use, it's how you use it.