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Is Ray Tracing worth the performance hit for console gamers?

Hunnybun

Member
I prefer to reach that rendering quality first and then add rtx.

Rtx on shitty texture looks far worse than good textures with state of the art fake lights.

Yeah, I'm always left feeling that RT (or 4k, for that matter) advocates just don't get the reality of trade offs.

It's not enough to say that RT looks better than non RT, or that 4k looks sharper than 1440p. That should be a given.

The point is, at what cost?

By FAR the best next gen graphics we've seen so far are the Unreal 5 demo's. Not native 4k, and no RT. Although, admittedly, running at 30fps.

Ok, it was a demo, on amazing new tech, and probably unachievable on a full scale game, but it still looked a generation better than even Cyberpunk maxed out. That's not irrelevant.

1440p at 60 looks like the correct formula for this gen. Seems like we can have that plus a big leap in overall fidelity if Ratchet & Clank is any evidence.

The difference between that and PS4 Ratchet is imo WAAAY bigger than something like Control with and without RT.
 

GymWolf

Member
Yeah, I'm always left feeling that RT (or 4k, for that matter) advocates just don't get the reality of trade offs.

It's not enough to say that RT looks better than non RT, or that 4k looks sharper than 1440p. That should be a given.

The point is, at what cost?

By FAR the best next gen graphics we've seen so far are the Unreal 5 demo's. Not native 4k, and no RT. Although, admittedly, running at 30fps.

Ok, it was a demo, on amazing new tech, and probably unachievable on a full scale game, but it still looked a generation better than even Cyberpunk maxed out. That's not irrelevant.

1440p at 60 looks like the correct formula for this gen. Seems like we can have that plus a big leap in overall fidelity if Ratchet & Clank is any evidence.

The difference between that and PS4 Ratchet is imo WAAAY bigger than something like Control with and without RT.
It's a matter of priority.

Not everyone cares about lights/shadows and reflections.

I take better textures, geometry, animations and physics over pixar level rtx every day of the week.
 
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KungFucius

King Snowflake
I have only seen it in Spider-Man with reflections, but yes it is definitely worth it there. Games with it look better on PC too. I prefer better looking to not better looking and will take that unless the game really struggles. So it will go on to start and only come off if the game noticeably stutters.
 

Hunnybun

Member
Each to their own I guess but I find it so odd that people prefer RT to 60fps in MM. Whenever I try the fidelity mode the game looks like a fucking slideshow. And I know that's a solid 30fps, but still.

Maybe I'm just particularly sensitive to frame rates or something. But for me the difference is stark - double the frames is practically a generational difference. The RT is a nice bonus at best.

Different strokes I guess.
 

ToTTenTranz

Banned
Raytracing isn't a single on/off switch thing like most marketing materials tend to show, so I don't think this is a yes/no answer.

I've seen some effects that look really great and make a big difference in immersion (like e.g. window reflections in Spiderman), while others just feel like they're a bit worthless and are needlessly driving down performance (which is a lot in modern hardware)..

Take for example this screenshot I took from DF's video about RT in Cyberpunk. If you're playing the game, exactly how many people are going to care about or even notice that metal molding showing perfect reflections instead of a cubemap?


M1cjWJb.png


Especially when the immersion is already off due to the NPCs looking so bland and their gait movement being completely inorganic and erratic.
How many rendering milliseconds are these ray traced reflections taking in a (IMHO) rather irrelevant place, when compared to cubemaps and/or screen space reflections?


I think real-time raytracing is great and it's definitely a big part of The Future™, but with current hardware there needs to be a much better study of the ROI in compute resources than we're seeing in e.g. Cyberpunk with all RT sliders set to max.


Given the current "common denominator" hardware (which has been established by the 9th gens, so ~10-12TFLOPs with RDNA2 RT acceleration), I think the good developers who really want to make great looking games will need to think hard about where ray tracing makes sense and where it doesn't, how much perceived eye candy can it get over the more "traditional" rasterization methods which take significantly less GPU and CPU time.

- Do we really need ray traced reflections on all puddles in the floor? Perhaps screen space reflections are good enough.
- Do we really need ray traced Global Illumination everywhere, considering the gorgeous UE5 is using voxel-based Global Illumination with stunning results, as well as Demon's Souls non-RT GI?
- Ray Traced Ambient Occlusion does look better than SSAO, but does it make sense to use it everywhere?





Lastly, when I look at the most gorgeous real-time rendering I've ever seen - the Unreal Engine 5 Demo - it seems to me that the revolution on the short-mid term will be centered on very high polygon counts allowed by very fast I/O data streams and granular control of geometry LODs to avoid getting sub-pixel triangles.
And to a lesser scale, the fact that Demon's Souls is subjectively the best looking console game around despite the team not getting enough resources to implement RT is also a bit telling.
 

ReBurn

Gold Member
As long as developers provide the option to turn it off and apply the power elsewhere like most have been doing the performance impact is hardly relevant. I really like that console games are trying to do that now.
 

Hunnybun

Member
Raytracing isn't a single on/off switch thing like most marketing materials tend to show, so I don't think this is a yes/no answer.

I've seen some effects that look really great and make a big difference in immersion (like e.g. window reflections in Spiderman), while others just feel like they're a bit worthless and are needlessly driving down performance (which is a lot in modern hardware)..

Take for example this screenshot I took from DF's video about RT in Cyberpunk. If you're playing the game, exactly how many people are going to care about or even notice that metal molding showing perfect reflections instead of a cubemap?


M1cjWJb.png


Especially when the immersion is already off due to the NPCs looking so bland and their gait movement being completely inorganic and erratic.
How many rendering milliseconds are these ray traced reflections taking in a (IMHO) rather irrelevant place, when compared to cubemaps and/or screen space reflections?


I think real-time raytracing is great and it's definitely a big part of The Future™, but with current hardware there needs to be a much better study of the ROI in compute resources than we're seeing in e.g. Cyberpunk with all RT sliders set to max.


Given the current "common denominator" hardware (which has been established by the 9th gens, so ~10-12TFLOPs with RDNA2 RT acceleration), I think the good developers who really want to make great looking games will need to think hard about where ray tracing makes sense and where it doesn't, how much perceived eye candy can it get over the more "traditional" rasterization methods which take significantly less GPU and CPU time.

- Do we really need ray traced reflections on all puddles in the floor? Perhaps screen space reflections are good enough.
- Do we really need ray traced Global Illumination everywhere, considering the gorgeous UE5 is using voxel-based Global Illumination with stunning results, as well as Demon's Souls non-RT GI?
- Ray Traced Ambient Occlusion does look better than SSAO, but does it make sense to use it everywhere?





Lastly, when I look at the most gorgeous real-time rendering I've ever seen - the Unreal Engine 5 Demo - it seems to me that the revolution on the short-mid term will be centered on very high polygon counts allowed by very fast I/O data streams and granular control of geometry LODs to avoid getting sub-pixel triangles.
And to a lesser scale, the fact that Demon's Souls is subjectively the best looking console game around despite the team not getting enough resources to implement RT is also a bit telling.

I just think, as Gymwolf said above, there's way too much relatively cheap improvement left in traditional rendering to be concerned about more accurate reflections etc. Not to mention that 60fps still needs to become the standard, and that's demanding in itself.

Ratchet does have RT, but it really has very little to do with the overall gains in fidelity. Horizon 2 is the same, from the little we've seen. Concentrate on getting games looking close to photorealistic in other respects, which should be more or less achievable this gen, and then refine that with RT next generation.
 

SlimySnake

Flashless at the Golden Globes
I don't see any reflections in those images.
thats precisely the point. You dont need reflections in most places. Where would you find reflections in a game set in a forest? RDR2, Horizon, every AC game this gen, Borderlands, CoD. Hell, the very first ray traced game ever was BFV and its ray tracing was limited to one level and one building in that level. You got some reflections in windows, and on the floor of that one hotel. I played every other map and saw no ray tracing. it made no sense to get half the performance for virtually no results in those maps.
 

SlimySnake

Flashless at the Golden Globes
Pixar have been using Raytracing since like 2006.
To put things into perspective and to further shoot this shit down.

Pixar have made more movies using Raytracing than they have without.
And its not even close.
About 6 movies preRaytracing and 16 post Raytracing.

As for the Rebirth scene looking great.
Sure.
But it looks even better with Raytracing.
As more games get dynamic TODs Raytracing becomes alot more valuable.
Hell i think every game needs RT GI because its such a game changing feature, every object in the scene is suddenly grounded in the world.

Yes, it looks a little bit better in that example, but look at how fast they have to run that simulation to show us the differences. Are you really expecting time of day to burn through the day in ten seconds? How games would do that? And why would they do it?

If I am playing an open world game like RDR2, why would I need such fast realtime time of day switching? It will be valuable for some games in the horror genre where you feel like you're on an acid trip, but I really dont see the need to waste half of the GPU on something like this. Same goes for reflections as I said in the post above. How many games you've played this gen that MUST need reflections? It made sense in Control and Spiderman Miles, but horizon, rdr2, the last of us, ghost of tsushima? I would not have them waste 50% of the gpu trying to render reflections in levels that arent even there. I talked about BFV above. they have one map with reflections. One. Whats the point of having ray tracing enabled in other maps set on japanese islands and norway's icy mountains?

Hell, Control is 50% set in warehouses and backrooms with no reflective surfaces. On PCs, you get indirect lighting and contact shadows in those areas but the consoles dont even get that. Surely, the extra power shouldve gone making those areas look better.

Besides, you dont need RT for realtime GI. Demon Souls is doing Realtime GI. UE5's demo is doing Realtime GI. UE4's first demo was doing realtime GI. Hell Fable before it was cancelled was doing realtime GI.
 

Boss Mog

Member
Insomniac managed to deliver a 60fps mode with ray-tracing so I'm guessing it will be possible for others down the line as well.
 
Depends on the game/developer, I imagine. Definitely not something that should be used if it's merely a box that needs checked and it results in other areas suffering significantly or causes performance problems.
 
No, especially since it seems to be ray-tracing or 60fps. Spider-Man looks infinitely better at 60fps compared to ray tracing on windows that you’d have to stop and look at occasionally to get anything out of.
 

Rudius

Member
It is not worth the framerate cut from 60 to 30, but it is worth a resolution cut. Anything from 1080p and up is good enough for me, as long as the AA is good. If TV manufacturers hadn't pushed 4K on us we would still be using 1080p TVs and no one would complain.
 

scydrex

Member
I think it will depend of the game. For control no. I would prefer 60fps i think. Spiderman maybe. Generally? I don´t think so. I see it more for the mid gen refresh PS5 Pro or Xbox Series XX or X2. I think the 60fps is more important.
 
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Shai-Tan

Banned
Demon’s souls doesn’t have RT and looks better than almost every other game on any platform in native 4K.
their graphic design is similar to valve or uncharted devs. visual clarity over post processing, baked/static over dynamic. I tend to prefer the former over the latter because the image is sharper and games that use some types of dynamic lighting/shadows/etc (not even just rt, see red dead 2 for example) tend to have a very noisy image. I think metro exodus does look Impressive but there is a sacrifice being made to get it. I can see how texture detail is reduced on ground when turning rt on and off in some scenes in metro despite it significantly improving the image overall

also isn’t open world vs linear because I prefer the look of gta v to red dead 2 because of how much sharper the image looks (particularly in distance) despite more primitive lighting/shadows/ao/etc
 
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hroerekr

Member
Insomniac managed to deliver a 60fps mode with ray-tracing so I'm guessing it will be possible for others down the line as well.

As much as I like the option of using low resolution to deliver both RT and 60fps, that's a PS4 game.
We don't know how things will go when true next gen games arrive.

I just hope they keep investing in giving options and we can choose in a game-by-game basis.
 

Fredrik

Member
After seeing how low the settings has to be I’m saying NO.

My priority wish list:
1. 60fps, locked
2. maxing out the graphics
3. Resolution above 1080p
4. Add raytracing
 

Redneckerz

Those long posts don't cover that red neck boy
Reflections are relatively easy to implement, but RT GI is where it really hits. The stuff seen Metro Exodus is transformative.

So yes, it can visually be totally worth it. It just takes more effort than reflections.
 

j0hnnix

Member
I want to see my reflections on the coffee pot. It's beautiful to witness, Benefits for the developer are definitely worth it but at the cost of the end user debatable right now.
 

ToTTenTranz

Banned
Reflections are relatively easy to implement, but RT GI is where it really hits. The stuff seen Metro Exodus is transformative.

So yes, it can visually be totally worth it. It just takes more effort than reflections.


I'm not sure what you mean with effort but according to Cerny, RT Global Illumination is cheaper to do on the PS5's RDNA2 than reflections or shadows:

pIN6BSC.png
 

FireFly

Member
thats precisely the point. You dont need reflections in most places. Where would you find reflections in a game set in a forest? RDR2, Horizon, every AC game this gen, Borderlands, CoD. Hell, the very first ray traced game ever was BFV and its ray tracing was limited to one level and one building in that level. You got some reflections in windows, and on the floor of that one hotel. I played every other map and saw no ray tracing. it made no sense to get half the performance for virtually no results in those maps.
Sure, if your game doesn't have any wet or polished surfaces, doesn't have metal objects, and doesn't feature windows or any form of glass.
 

Bankai

Member
It all depends of the game(play.

Fast, fluid gameplay? Keep them fps high.
Slow, more methodical gameplay? Gimme them RT effects.
Spider Miles Morales? Give me both :messenger_fire:
 

Alebrije

Member
Thought PS6 would be the console for RT but after read that even 3090 cards suffers performance maybe we will see 4k 60 fps RT games on PS7...

PS5 offers a glimpse of RT and the cost is not worth.
 
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