• Hey, guest user. Hope you're enjoying NeoGAF! Have you considered registering for an account? Come join us and add your take to the daily discourse.

The power of Ray Tracing

Just so you know VXGI was literally never implemented in any game because it was too costly.
And it was based on SVOGI so that gives you an idea of what SVOGIs V.1 cost was.

VXGI 2.0 only came out in 2018 and again nobody is staring at VXGI outside of visualizations, and no game is likely to use it.
Hell Nvidia isnt even officially keeping VXGI UE4 builds maintained?
Why you think Nvidias VXGI would be implemented in game for the first time on an AMD powered PS5 is really beyond me.
VFXVeteran might have forgotten, but I think he said that ray tracing acceleration can be used to accelerate voxel gi. Maybe I'm misremembering.

But if it is true, rdna2 will run circles around a 1080ti in terms of voxel global illumination.

Many native RT using 4k/30fps with 1 RT feature.. the simplest of them all.. reflections.
Demon souls uses ray traced shadows.
Because he hopes upon hope that the new consoles aren't a generation behind before they even release next month. It was already a given when they announced the specs of the consoles earlier this year. Nvidia 2000-series has been struggling with RTX for 2yrs. That's why DLSS was invented (among other things). Even a 3090 can't implement it beyond 30FPS without DLSS 2.0 and that's several magnitudes more powerful than these consoles.
Because epic expected the xbox one and ps4 to be powerful enough to do it in games, clearly they couldn't have been expecting 10+TF in 2013 consoles. And epic probably knows better than you.

You see atom view and you're afraid, afraid that even the rtx6090 won't use better assets.
 

Black_Stride

do not tempt fate do not contrain Wonder Woman's thighs do not do not
VFXVeteran might have forgotten, but I think he said that ray tracing acceleration can be used to accelerate voxel gi. Maybe I'm misremembering.

But if it is true, rdna2 will run circles around a 1080ti in terms of voxel global illumination.

VXGI is not going to be on an AMD based console.
Please let go of that delusion.

Some cheaper Voxel Based GI Technique maybe.....but it will NOT be VXGI.
 
Uu1d8ki.gif


I guess every generation is like this huh?
Lmao!
I just watched that movie the other day.
 

Black_Stride

do not tempt fate do not contrain Wonder Woman's thighs do not do not
Because epic expected the xbox one and ps4 to be powerful enough to do it in games, clearly they couldn't have been expecting 10+TF in 2013 consoles. And epic probably knows better than you.

Epic never had main branch builds with VXGI.....they did have SVOGI builds that they then also removed because it was again too expensive not just for consoles but just generally it didnt make sense for a realtime engine to render in seconds per frame instead of frame per second.........but no main branch builds were VXGI active, you always had to compile them yourself.....from Nvidia.
 
Not gonna lie, but I'm pretty hopefully for the RT benefits we will get on Turing and Ampere. It seems AMD might have underdelivered in this department, as we haven't seen much from them. And for them being behind, I'd imagine they'd be screaming from the roof tops about their performance if it was comparable to at least Turing.
 
VXGI is not going to be on an AMD based console.
Please let go of that delusion.

Some cheaper Voxel Based GI Technique maybe.....but it will NOT be VXGI.
It won't be vxgi.

But if someone takes vxgi decompiles it and optimizes it for rdna2, and raytracing hardware does benefit it, expect it to run better than on an nvidia 1080ti.

If ray tracing hardware does benefit voxel illumination expect an identical technique to run at higher performance than a 1080ti on amd.

We just need some nextgen exclusives to smoke these 'skeptics'. The Unreal Engine 5 demo, that rumors say ran near 60fps on ps5 dev kits, was not enough to quiet their skepticism.
Epic never had main branch builds with VXGI.....they did have SVOGI builds that they then also removed because it was again too expensive not just for consoles but just generally it didnt make sense for a realtime engine to render in seconds per frame instead of frame per second.........but no main branch builds were VXGI active, you always had to compile them yourself.....from Nvidia.
When they were considering SVOGI and hyping it up for games was because had the consoles been slightly more powerful they could probably run it at 30fps.
 
Last edited:
You won't see it. Just because consoles are 'next-gen' and these demos have been out for years doesn't mean they magically have the power to do it. Always thinking the pie in the sky with these consoles for some reason.
Magically have the power? Are you...

These consoles could easily do what is seen - Magically 10 times more in fact. All that is being utilized to accomplish that is high res textures.

Most of the demo's have been rendered on PC's with far less than RDNA2 and 1080 Cards.
 
Magically have the power? Are you...

These consoles could easily do what is seen - Magically 10 times more in fact. All that is being utilized to accomplish that is high res textures.

Most of the demo's have been rendered on PC's with far less than RDNA2 and 1080 Cards.
Uncharted had some indoor environments with similar baked lighting playable on ps4!
 
Last edited:
Uncharted had some indoor environments with similar baked lighting playable on ps4!

Those were at sub 4K, and less than a constant 30fps on ps4 pro, with absolutely no raytracing, with no enemies or much on screen. You won't get these scenes with little or even moderate amount of enemies and effects on screen. What makes you think this wouldn't be possible on older gpu's if Sony ported this game?
 
The video you posted is very specifically using Nvidias VXGI.
If you are talking about Lumen or some other technique.....post that technique.
But if you are going to post Nvidias VXGI then say doable on PS5 right after......I will walk you home.



You have to ask yourself how much of that is baked.
How much of that would accommodate a dynamic actor in the scene without completely breaking it?

Why ArchViz scenes "easily" look photoreal even before and or without RT features is you can bake the lighting and even without baking, there is near nothing dynamic in scene.
Sure you can have a photorealistic environment, but then if one of the Bugsnax walked through it, the whole illusion is broken, you would need beyond uncanny valley characters to work in the environment.
You are citing characters with less visual appeal and less attention to detail would break immersion? And you happen to think it impossible to populate a scene with characters beyond what we've seen already in

Hellblade 2
Horizon 2
BO Cold War
Ect?

You simply refuse to believe character's of that caliber can also fit within the photoreal parameters given?

And yes, I know that is all baked - since when is baked lighting and shadows bad and not of utility?

Unlike what was someone else here attempted to claim, the level of photorealism shown off in the above demo's in my previous post were mostly running on Vanilla 1080's.



This Demo in Particular, on a 1070 - specd far below what next gen Consoles will offer in term's of performance. Anyone citing consoles that currently trounce 1070/1080 spec'd PC's can
not deliver what is seen in the demo's provided need to re examine RDNA2/NextGen Consoles. In fact, clearly the PS4 Pro can handle photorealism too if you look at the end of Uncharted 4 which offer's a playable apartment nearly as photoreal as what is seen. So again anyone citing otherwise is plainly flatly wrong.
 
Last edited:
Those were at sub 4K, and less than a constant 30fps on ps4 pro, with absolutely no raytracing, with no enemies or much on screen. You won't get these scenes with little or even moderate amount of enemies and effects on screen. What makes you think this wouldn't be possible on older gpu's if Sony ported this game?
sub4k means nothing in the age of dlss, and rumor is amd will announce similar tech for rdna2.

The debate here is whether the ps5 can handle photoreal graphics. We'll see if future exclusives fail to live up to the hype or live up to the hype.

And resolution matter not, Avatar in 1080p smokes any game on any pc. If a game looks photoreal at 1080p it matters not that it's 1080p.
 

VFXVeteran

Banned
Magically have the power? Are you...

These consoles could easily do what is seen - Magically 10 times more in fact. All that is being utilized to accomplish that is high res textures.

Most of the demo's have been rendered on PC's with far less than RDNA2 and 1080 Cards.

No developer has made a game using those techniques. Let's not speculate anything until we have a released game. And so far, the released games are way too much for next-gen console hardware to run because the 2080Ti (which is more perforant than the next-gen consoles) struggle with them (i.e. Control, Crysis, Metro, Cyberpunk, etc..). If it was so easy to do, why is it that the games that do implement RT on consoles have the very basic features like reflections? And please don't tell me they haven't "mastered" it yet. That's BS.
 

VFXVeteran

Banned
This Demo in Particular, on a 1070 - specd far below what next gen Consoles will offer in term's of performance. Anyone citing consoles that currently trounce 1070/1080 spec'd PC's can
not deliver what is seen in the demo's provided need to re examine RDNA2/NextGen Consoles. In fact, clearly the PS4 Pro can handle photorealism too if you look at the end of Uncharted 4 which offer's a playable apartment nearly as photoreal as what is seen. So again anyone citing otherwise is plainly flatly wrong.

They are demos dude. They are not games. Once you add in all the complexity of the game, the rendering budget becomes much tighter. That's why you haven't seen any RT yet on consoles that mimic those demos. I do not believe for a minute that the next-gen consoles will fair the same or better than a 2080Ti that has built-in hardware RT cores and DLSS. If they could, we would have seen it by now and certainly the Spiderman MM gameplay would have shown much more indication of more GPU to spare. The fact that it can only do 4k/30FPS with 1 RTX feature should tell you guys something. Yet, you ignore it as if it doesn't exist.
 
sub4k means nothing in the age of dlss, and rumor is amd will announce similar tech for rdna2.

The debate here is whether the ps5 can handle photoreal graphics. We'll see if future exclusives fail to live up to the hype or live up to the hype.

And resolution matter not, Avatar in 1080p smokes any game on any pc. If a game looks photoreal at 1080p it matters not that it's 1080p.
Nvidia has had DLSS for more than a year now, and have improved it. We only heard rumors about RDNA2, but nothing concrete.

Avatar looks better than anything on pc, but better than anything console has shown by far, and we know they aren't ahead of Turing, more or less Ampere. I don't think the OP was talking about ps5 exclusively, just about gaming in general and using raytracing.
 
Nvidia has had DLSS for more than a year now, and have improved it. We only heard rumors about RDNA2, but nothing concrete.

Avatar looks better than anything on pc, but better than anything console has shown by far, and we know they aren't ahead of Turing, more or less Ampere. I don't think the OP was talking about ps5 exclusively, just about gaming in general and using raytracing.
The thing is voxel based illumination is much less demanding than ray tracing. And as many of the videos show can look more impressive than current ray tracing implementations.
 
They are demos dude. They are not games. Once you add in all the complexity of the game, the rendering budget becomes much tighter. That's why you haven't seen any RT yet on consoles that mimic those demos. I do not believe for a minute that the next-gen consoles will fair the same or better than a 2080Ti that has built-in hardware RT cores and DLSS. If they could, we would have seen it by now and certainly the Spiderman MM gameplay would have shown much more indication of more GPU to spare. The fact that it can only do 4k/30FPS with 1 RTX feature should tell you guys something. Yet, you ignore it as if it doesn't exist.
Complexity of the game? Surely you don't look at an asset ranging at 450k in polygon count (the bed in those demo's in particular) and then consider character asset's that would utilize nor more density than 145k -190k polygon's more demanding than what's already shown on screen. Throw in custom IK animated rig's, a bunch of canned character animation's, some AI logic and an over the shoulder 3rd person character for your own character and the demo's will still not cede to require more performance than it already utilizes.

Aside from that, I've not mentioned.... in fact - I've mentioned contrary for the need of Ray Tracing particularly here - I pointed out that I prefer the demo's cited In my previous post... all of which used Baked Lighting, Cube Maps and Shadows.

Zero RTX features were utilized and these photoreal demonstration's blow nearly all RTX samples away - and do this simply by utilizing correct geometry and High Resolution Textures.

Techniques - None of which will strain next gen hardware.

As far as 2080TI Vs next Gen Consoles - Next Gen Consoles will exceed the 2080TI in visual's simply because I expect not all exclusive titles will be released on PC and I do expect developer's to
deliver every bit of performance they can squeeze out of next gen visually - even if they are (wrongly) creating games that value performance over visuals.
 
The thing is voxel based illumination is much less demanding than ray tracing. And as many of the videos show can look more impressive than current ray tracing implementations.
More impressive? I'm not sure about that, and definitely not more accurate. A picture can look okay, but movement is where it shines, as you get accurate, realistic lighting.
 

VFXVeteran

Banned
Complexity of the game? Surely you don't look at an asset ranging at 450k in polygon count (the bed in those demo's in particular) and then consider character asset's that would utilize nor more density than 145k -190k polygon's more demanding than what's already shown on screen. Throw in custom IK animated rig's, a bunch of canned character animation's, some AI logic and an over the shoulder 3rd person character for your own character and the demo's will still not cede to require more performance than it already utilizes.

Have you made a game before?

Aside from that, I've not mentioned.... in fact - I've mentioned contrary for the need of Ray Tracing particularly here - I pointed out that I prefer the demo's cited In my previous post... all of which used Baked Lighting, Cube Maps and Shadows.

Baked lighting is the big problem here. Every single developer understands this and is why things aren't static. You can only go so far with baked lighting especially when you are targeting open-world environments with dynamic TOD.

Zero RTX features were utilized and these photoreal demonstration's blow nearly all RTX samples away - and do this simply by utilizing correct geometry and High Resolution Textures.

Yes, you can do that and I don't think this thread is about how to make a game look better than an RT equipped game. The RT equipped game can also have correct geometry and high resolution textures, so that's a moot point. The fact is that the game with out RT will be lacking the capabilities of the game with RT. We are talking about lighting and shading here. I'm sorry but RT will always be superior to baked and will also allow a "real" result compared to a crude approximation that requires a lot of artists tweaking it.

As far as 2080TI Vs next Gen Consoles - Next Gen Consoles will exceed the 2080TI in visual's simply because I expect not all exclusive titles will be released on PC and I do expect developer's to
deliver every bit of performance they can squeeze out of next gen visually - even if they are (wrongly) creating games that value performance over visuals.

Typical PS fanboy comment. Exclusives don't drive milestones in tech and visuals as most people of the console warrior calibur want to believe. And as far as "squeeze" out performance? How about looking at the past gen and seeing how come the devs couldn't achieve native 4k in their games without resorting to either low res textures, sticking to 4X anisotropic filtering, limiting FPS to 30, dynamic resolution or some sort of upscaling.
 

VFXVeteran

Banned


You keep throwing this up there and have no clue as to what that meant or what was involved in it. KC came out for consoles and couldn't sacrifice 1 FPS to implement SVOGI.

Read DF comparison

"One of the bigger changes is in lighting: PC's higher quality global illumination is standout. Unlike the cheaper voxel-based mode used on console, PC's top lighting setting here enables a higher grade SVOGI - a dynamic light bounce between objects that creates a beautiful, diffused look. "

And for next-gen consoles using tech like this in a game.. read further..

"To get some insight into the vision here, we got into contact with Warhorse's lead programmer, Tomáš Blaho, who gave some fascinating insight into how this engine works. He describes the ultra high settings as a mode that's really only meant for future PC setups - and in testing it, we can see why: locked to a meagre 1080p resolution, the ultra high setting taxes even the mighty GTX 1080 Ti, since it adds indoor shadow casting, full real-time global illumination and several other challenging features "

That would be similar to your next-gen console performance there. It would be taxing -- and at a meager 1080p.
 
Looks great for a 4 year old video, sure, but doesn't compare to realistic and realtime lighting as raytracing. It can be less demanding as NATIVE raytracing, but that's where DLSS really shines, and can and looks better with raytracing.
the point is svogi has minimal performance impact.

Some implementations of voxel illumination have provided better looking videos than practically any game with ray tracing.
 
the point is svogi has minimal performance impact.

Some implementations of voxel illumination have provided better looking videos than practically any game with ray tracing.
Any receipts on that? Would love to see what I've somehow missed over the years. I'll be waiting. Videos in action please, not pictures with nothing going on.
 
"To get some insight into the vision here, we got into contact with Warhorse's lead programmer, Tomáš Blaho, who gave some fascinating insight into how this engine works. He describes the ultra high settings as a mode that's really only meant for future PC setups - and in testing it, we can see why: locked to a meagre 1080p resolution, the ultra high setting taxes even the mighty GTX 1080 Ti, since it adds indoor shadow casting, full real-time global illumination and several other challenging features "
ultra has other things besides svogi, as the quote suggests svogi alone has minimal impact.
 

VFXVeteran

Banned
ultra has other things besides svogi, as the quote suggests svogi alone has minimal impact.

Right.. do you think the game will meet specs running on just SVOGI and nothing else in the pipe? You are ridiculous dude. They simply couldn't do it for the consoles back then. And now, if they did, the new consoles would struggle just like the 1080Ti did - especially if they try targeting 4k.. but you'd be ok with dynamic 4k or 1440p so I guess that's ok for you.
 
Any receipts on that? Would love to see what I've somehow missed over the years. I'll be waiting. Videos in action please, not pictures with nothing going on.
. One of them (who is also a CRYENGINE programmer) shared a video of Kingdom Come Deliverance Alpha 0.5, which added support for SVOGI; the video shows a number of different scenes with SVOGI disabled and then enabled.

According to him, enabling SVOGI in Kingdom Come Deliverance costs as little as 3FPS (or 6% performance hit).

-wccftech

There are videos of ultra impressive voxel based illumination but with no characters. Again the videos run at 4k 30fps with voxel global illumination on a 1080ti.

The doubters in here want you to buy that rdna2 won't have an advantage over 1080ti, despite claiming raytracing acceleration h/w can benefit voxel illumination.


Right.. do you think the game will meet specs running on just SVOGI and nothing else in the pipe? You are ridiculous dude. They simply couldn't do it for the consoles back then. And now, if they did, the new consoles would struggle just like the 1080Ti did - especially if they try targeting 4k.. but you'd be ok with dynamic 4k or 1440p so I guess that's ok for you.
There are videos of ultra impressive voxel based illumination but with no characters. Again the videos run at 4k 30fps with voxel global illumination on a 1080ti.

The doubters in here want you to buy that rdna2 won't have an advantage over 1080ti, despite claiming raytracing acceleration h/w can benefit voxel illumination.
 
Last edited:
Have you made a game before?



Baked lighting is the big problem here. Every single developer understands this and is why things aren't static. You can only go so far with baked lighting especially when you are targeting open-world environments with dynamic TOD.



Yes, you can do that and I don't think this thread is about how to make a game look better than an RT equipped game. The RT equipped game can also have correct geometry and high resolution textures, so that's a moot point. The fact is that the game with out RT will be lacking the capabilities of the game with RT. We are talking about lighting and shading here. I'm sorry but RT will always be superior to baked and will also allow a "real" result compared to a crude approximation that requires a lot of artists tweaking it.



Typical PS fanboy comment. Exclusives don't drive milestones in tech and visuals as most people of the console warrior calibur want to believe. And as far as "squeeze" out performance? How about looking at the past gen and seeing how come the devs couldn't achieve native 4k in their games without resorting to either low res textures, sticking to 4X anisotropic filtering, limiting FPS to 30, dynamic resolution or some sort of upscaling.
Aww, Im done actually ever politely discussing anything with you - you've called me a PS fan twice for instance and I've never owned the console.

Have you? I bet you have.

Me on the other hand, I am masterfully proficient at a lot more than I care to list here... and nothing you've said has done anything to deflect what I've cited. That being - that I highly prefer the demo's in my previous reply.. and those demo's do one thing and one thing only - they focus on photorealism/high res textures and older techniques now overlooked due to the buzzword "RTX" - but the focus on delivering photorealism - by simply sourcing from high res texture assets - that one change in art style would transform the game industry - and again I much prefer that to weak implementation's of RTX.

RTX result's in the case of lighting that can in fact be rendered traditionally through sampling a 1024bit render of said scene at varying intervals and then painting custom maps that match these nuanced light structures shown off by RTX. Fake RTX. A technique never done in gaming but all artist's up to snuff know is possible.

Im an Xbox fan, by the way.

Also, let's not forget the Recent UE5 demo showing character's *GASP* running around in environment's utilizing textures that match/exceed what were listed in the demo's cited in my previous post.

And surely boasting a far larger polygon count.

So again, I guess consoles in fact "Magically" do in fact have the performance to handle at least what I personally have listed.
Particularly if you consider they were produced on lesser hardware.

And probably even while boasting a few RayTracing features.

 
Last edited:
There are videos of ultra impressive voxel based illumination but with no characters. Again the videos run at 4k 30fps with voxel global illumination on a 1080ti.

The doubters in here want you to buy that rdna2 won't have an advantage over 1080ti, despite claiming raytracing acceleration h/w can benefit voxel illumination.



There are videos of ultra impressive voxel based illumination but with no characters. Again the videos run at 4k 30fps with voxel global illumination on a 1080ti.

The doubters in here want you to buy that rdna2 won't have an advantage over 1080ti, despite claiming raytracing acceleration h/w can benefit voxel illumination.

Any in game footage similar to what we've had in actual GAMES, over the last 2 years? From AMD specifically, since you keep bringing them up? PC or console would suffice.
 
Last edited:

VFXVeteran

Banned
The doubters in here want you to buy that rdna2 won't have an advantage over 1080ti, despite claiming raytracing acceleration h/w can benefit voxel illumination.

1) Be quiet about RDNA2 and it's RT abilities until Oct 28th.
2) Stop assuming that these demos will translate to games. You got bit before with all the demos last gen (i.e. UE, Quantum Dream, Deep Down, SW1313, etc..) that never materialized. Learn from your mistakes.
3) Look closely at your own PS5 in practice - the games that have been shown with RT. Learn about the hardware limitations from what your favorite developers can only manage to do -- Spiderman MM, R&C, and DS.
 
I happen to prefer Unreal Engine Apartment fly through's that are photorealistic compared to this.

In many instances, a near 100% Consistent level of photorealism has been achieved without the need to include RTX features.

And there is no reason next gen consoles couldn't actually do far better than what is shown below (some over 2 years old, some reach back 7 years)

















Looking at these brought me back. Had to do a deep dive to find this old treasure.
And yes this is all offline render. Best lighting showcase I've ever seen.

 
1) Be quiet about RDNA2 and it's RT abilities until Oct 28th.
2) Stop assuming that these demos will translate to games. You got bit before with all the demos last gen (i.e. UE, Quantum Dream, Deep Down, SW1313, etc..) that never materialized. Learn from your mistakes.
3) Look closely at your own PS5 in practice - the games that have been shown with RT. Learn about the hardware limitations from what your favorite developers can only manage to do -- Spiderman MM, R&C, and DS.
My thoughts exactly






 

VFXVeteran

Banned
Aww, Im done actually ever politely discussing anything with you

I guess that makes 2 of us. Anyone with any experience with RT either professionally (in my case) or non-professionally (i..e watching CG movies, owning a PC with a RTX board, etc..) would never downplay RT as you are doing. It's simply not enough to make an incredible looking game with baked lighting anymore except for some rare exceptions like FS2020. High res textures, photorealism, etc.. can all be done in the same game that uses RT so it's moot to try comparing one with different assets.
 
Last edited:
You promote this and I assure you, game's will still be delivered without RTX. And visually RTX features will fall to the wayside to deliver better looking games.

Either way, I haven't promoted games without RTX - I have however pointed out I prefer (and rightfully so) the demo's I've listed far faaaaaaar more than what is seen in the GTAV RTX sample.

And will continue to prefer that art style over game's that simply deliver RTX alongside weak visuals. And it is not moot when there are but 3 examples of RTX that also attempt to deliver photorealism. The comparison is resolute without nullification unlike prospect's from certain user's here currently.
 
You promote this and I assure you, game's will still be delivered without RTX. And visually RTX features will fall to the wayside to deliver better looking games.

Either way, I haven't promoted games without RTX - I have however pointed out I prefer (and rightfully so) the demo's I've listed far faaaaaaar more than what is seen in the GTAV RTX sample.

And will continue to prefer that art style over game's that simply deliver RTX alongside weak visuals. And it is not moot when there are but 3 examples of RTX that also attempt to deliver photorealism. The comparison is resolute without nullification unlike prospect's from certain user's here currently.
But we don't play demos.... We play GAMES... Games will have baked in lighting, for sure. But games will promote raytracing here on out. Microsoft nor Sony would jump on the "bandwagon", if this wasn't going to be a feature for now and later.
 
1) Be quiet about RDNA2 and it's RT abilities until Oct 28th.
2) Stop assuming that these demos will translate to games. You got bit before with all the demos last gen (i.e. UE, Quantum Dream, Deep Down, SW1313, etc..) that never materialized. Learn from your mistakes.
3) Look closely at your own PS5 in practice - the games that have been shown with RT. Learn about the hardware limitations from what your favorite developers can only manage to do -- Spiderman MM, R&C, and DS.
You were afraid of ue5, you'll be afraid of the upcoming exclusives.

None of the current demos have been fake cg like happened last time.

UE5 is realtime near 60fps, epic expects lumen and nanite to run at solid 60fps 1440p, 4k 30fps.

The 1080ti runs voxel global illumination at 4k 30fps. If rtx vs nonrtx is anything to go by, the performance of voxel illumination should be 3-4x higher on rdna2 vs a 1080ti.

Rumor is the ps5 might even have infinity cache, essentially running circles around the 1080ti's bandwidth if true.
 

Neo_game

Member
There was a thread where David cage said devs will prefer RT at 1080P. Unreal5 demo on PS5 was around 1440P and Minecraft demo on SX at 1080P. So it depends on the dev. I just hope Xbox SS fails and is discontinued soon. In couple of years cross gen games will also stop so we have to wait and see if they have quality 1080P or 1440P RT mode or not
 
But we don't play demos.... We play GAMES... Games will have baked in lighting, for sure. But games will promote raytracing here on out. Microsoft nor Sony would jump on the "bandwagon", if this wasn't going to be a feature for now and later.
Well actually, you can download those apartment walkthrough's and literally play them as long as you don't mind walking through tech demo's in first person.

But on a serious note, 1 issue is High Resolution Material Textures have been an option since last gen and that feature had originally been promoted as a next gen feature set, though artstyle has dictated otherwise. Developer's have also dictated otherwise. So you do not see this huge leap in visuals we could in fact see had the developers opted not to utilize diluted textures assets.

I believe the only serious utilization of Photoreal Texture Samples has been in perhaps Battlefront 1 and 2, and Kratos, Forza Horizon, Flight Simulator and a couple of Naughty Dog Games. The textures on Hellblade 1 are diluted non 1to1 samples unfortunately in most cases.

So again, while RTX may be boasted as a next gen feature - I've demonstrated I'm still waiting for last gen features to be utilized at full by the industry at large. Though I expect, at best - we get full RTX support from first party dev's in the upcoming gen that seems masterful (but only when compared to lesser 3rd party options) and far less RTX support from 3rd parties. I expect most game's wont completely utilize the RTX feature set masterfully, even first party dev's - but that will be up for debate as First Party games Utilizing RTX will blow 3rd party games away visually - usually. Most RTX feature's will be tacked on and hardly noticeable (as they are currently in quite a few examples) next to nuanced baked light/shadow maps. Unfortunately.

With that out of the way, I would happily take utilization of the last gen feature's I am in fact still waiting to see implemented in full over sloppy/diluted RTX implementation.
 
Last edited:
HOLY SHIT ?!

That' a GTAV mode ?!!

It's a fucking shame you can't increase the NPC and car count in the PC version of the game to really make it looks realistic. When I had this game on PC that was the only mod I was hoping someone would come up with and was constantly checking the mod forums if there was one available. Having upwards of 100 cars and NPC's on screen in the busier parts of the City should be easy for a powerful PC to handle.
 
Last edited:

Dr Bass

Member
Because he hopes upon hope that the new consoles aren't a generation behind before they even release next month. It was already a given when they announced the specs of the consoles earlier this year. Nvidia 2000-series has been struggling with RTX for 2yrs. That's why DLSS was invented (among other things). Even a 3090 can't implement it beyond 30FPS without DLSS 2.0 and that's several magnitudes more powerful than these consoles.

What is several magnitudes more powerful than the new consoles? The 3090 itself or some aspect of it?

I'm kinda curious if you know what "several magnitudes" means ... :messenger_grinning_smiling:
 
Literally the 3000 series rtx cards are the only cards that will be able to run this in smooth 70-80 plus FPS. This gen consoles won’t be able to achieve this without sacrificing frame rate.
 
Top Bottom