Demon's Souls have static world and lightning, no dynamic change of time of day or weather. So they could prebake it. Only way to get "prebaked quality" lightning in a dynamic world is with raytracing.RT lighting and shadows are literally a waste of resources at the moment, developers can fake lighting very well without it, look at Demon's Soul
Ray-Traced Diffuse Illumination - This captures sky radiance as well as emissive lighting from various surfaces, which is difficult to achieve with traditional rendering techniques. When enabled, billboards and other illuminated surfaces and objects will brighten their surroundings with naturally colored lighting, and the sun and moon will realistically illuminate Night City.
Watch out for the traffic!!! Oh wait.......
If DLSS is a thing in this game, my 3700x/2070s combo should be able to output 1080p/RT/high/60fps.
Guys, don't get too excited about the lighting. The RT part of it is much more focused than in Exodus, so don't expect it to be on par. Most of the solution will still rely heavily on pre-baked GI. You don't understand how expensive this really is to do... I underline the important part that you will notice when enabling. This will be closer to what Control does with its diffused lighting.
See ON vs OFF here:
Imo I think the one to go for is reflections, because the environment is ideal for it. The others are just icing on the cake, and I expect AO & Shadows to be similarly gimped as DI, simply because to RT those properly it would take quad 3090s to do nicely. Even the shadows in SotTR were held back a lot. Trust me, this shit is very expensive to do for the GPU. It will be very targeted use when you have these many RT effects going off at once.
My only worry is that I've seen a few scenes slip through in the trailer where you could see some really low-res reflections RT'ed, and that's the showcase with DLSS & 3090. I think this will end up being a game where it will actually take at least another generation of GPUs before you can fully enjoy at 4K with RTX and maintain 60 fps.
eg (2:16):
Oh, I understand.....I just don't CARE. Give me full on PT lighting, complete and total GI...... I dunno, we'll see. I do agree that I haven't been completely smitten with what I've seen with their RT lighting solution as I was hoping it'd go the Metro route. Though tbf, I'm more interested in if/what difference it makes for the open world, as interior shots like that one I just don't expect to see a dramatic difference between a full path traced solution over a fake GI anyways. But I do think that if there were better examples of it being dramatcially different we'd at least seen a few examples by now. We just quite aren't there yet with the hardware yet it feels like. It seems we are right on the edge, but not quite there. But I still can't wait to see how and what devs will do with it as we move into the near future as it can be THE difference in making a game look next-gen.Guys, don't get too excited about the lighting. The RT part of it is much more focused than in Exodus, so don't expect it to be on par. Most of the solution will still rely heavily on pre-baked GI. You don't understand how expensive this really is to do... I underline the important part that you will notice when enabling. This will be closer to what Control does with its diffused lighting.
Ofc it's very obvious. Compare to the part earlier when crossing the street where it looks crystal sharp. Can't link now, on mobile.You think the part at 2:16 is low res RTX?
CD Projekt RED has revealed the official Ray Tracing PC requirements for Cyberpunk 2077. Furthermore, the team has further detailed the non-RT PC requirements for this upcoming RPG.
As CD Projekt RED noted, for gaming at 1440p/Ultra, PC gamers will need an Intel i7 4790K or AMD Ryzen 3 3200G with 12GB. PC gamers will also need an NVIDIA GeForce RTX2060 or an AMD Radeon RX5700XT.
For gaming at 4K/Ultra, CD Projekt RED recommends using an RTX 2080 Super, RTX3070 or an AMD Radeon RX 6800XT.
Now what’s really interesting here is that CD Projekt RED has not listed any AMD GPUs for its Ray Tracing PC requirements. NVIDIA has stated that Cyberpunk 2077 uses DXR for all of its Ray Tracing effects, and that all DXR-compatible GPUs should be able to support them.
Thus, we are not certain whether AMD’s GPUs will indeed support RT at launch.
But anyway, CD Projekt RED recommends using an RTX2060 for gaming at 1080p with Medium Ray Tracing. For Ultra Ray Tracing at 1440p, the team recommends using an RTX3070. Finally, for 4K/Ultra Ray Tracing, CDPR recommends using an RTX 3080.
Lastly, CD Projekt RED has not listed the framerate that these specs target. However, we can safely assume that they target 30fps.
Official Nvidia page:Cyberpunk 2077 Official Ray Tracing PC Requirements
CD Projekt RED has revealed the official Ray Tracing PC requirements for Cyberpunk 2077.www.dsogaming.com
Cyberpunk 2077 System Requirements Revealed: GeForce RTX 3070 Recommended
Learn which GPUs you will need to enjoy the ultimate Cyberpunk 2077 experience across resolutions, and check out our new behind the scenes RTX ON video featuring the game’s developers at CD PROJEKT RED.www.nvidia.com
I would bet you wouldn't be able to tell if RT lighting and shadows were on if noone told you they are on in 99% of scenes.
RT lighting and shadows are literally a waste of resources at the moment, developers can fake lighting very well without it, look at Demon's Soul
meanwhile it is pretty obvious if RT reflections are on... because then they actually look correct lol
THIS is called upping the visuals to the point where the most powerful hardware is REQUIRED!!!
My point has been proven again... better visuals using better tech requires more power. Period.
Guys, don't get too excited about the lighting. The RT part of it is much more focused than in Exodus, so don't expect it to be on par. Most of the solution will still rely heavily on pre-baked GI. You don't understand how expensive this really is to do... I underline the important part that you will notice when enabling. This will be closer to what Control does with its diffused lighting.
See ON vs OFF here:
Imo I think the one to go for is reflections, because the environment is ideal for it. The others are just icing on the cake, and I expect AO & Shadows to be similarly gimped as DI, simply because to RT those properly it would take quad 3090s to do nicely. Even the shadows in SotTR were held back a lot. Trust me, this shit is very expensive to do for the GPU. It will be very targeted use when you have these many RT effects going off at once.
My only worry is that I've seen a few scenes slip through in the trailer where you could see some really low-res reflections RT'ed, and that's the showcase with DLSS & 3090. I think this will end up being a game where it will actually take at least another generation of GPUs before you can fully enjoy at 4K with RTX and maintain 60 fps.
eg (2:16):
See my explanation on area lighting. It is a BIG deal and one that I would choose first.
What would be the first raytracing effect you would be willing to sacrifice in this game?
Ofc it's very obvious. Compare to the part earlier when crossing the street where it looks crystal sharp. Can't link now, on mobile.
THIS is called upping the visuals to the point where the most powerful hardware is REQUIRED!!!
My point has been proven again... better visuals using better tech requires more power. Period.
JESUS man, just stop it!!!! Why is it when we say the same thing about a console game, you say the power wasn't needed? But when it's shown on a PC with a RTX3080 card you love it and believe in power again?
Pls release another PC performance chart targeting 60fps.
Imagine playing this game at 30fps
Amazing looking game. Currently what I consider to be the third best looking game this year.
Console game focus more on art for it's visuals.. not big tech. What do you not get? I always believe in power because I know it takes power to get to where we all want to be! You can't approach film quality by 'hacking' your way through this.
games will never be film quality because that’s not what games are.
They will one day. Trust me. Call up EpicGames and ask them what their ultimate goal is. Then ask Pixar how they are liking their realtime render farms.
They need to state whether these settings are for 60fps. If they aren't, then a 2060 can't play this game at 1080p with RT at 60fps and a 3070 will only get you to about 1080p at 60fps with RT High
They will one day. Trust me. Call up EpicGames and ask them what their ultimate goal is. Then ask Pixar how they are liking their realtime render farms.
Neither 30 nor 60. They cant state something that fluctuates. You'll only get stable 60 only with dlss and some adjustments to settings like lowering shadows and whatnot.
They will one day. Trust me. Call up EpicGames and ask them what their ultimate goal is. Then ask Pixar how they are liking their realtime render farms.
Someone asked them on Twitter if the specs had 60fps as target. This was their answer :
"Probably depends heavily on DLSS settings.
If DLSS is factored in the graph, I say “likely.”
If not, then it’s close. Just my guess"
So basically, 60fps only with DLSS.
I can't tell the difference to be honest.
Someone asked them on Twitter if the specs had 60fps as target. This was their answer :
"Probably depends heavily on DLSS settings.
If DLSS is factored in the graph, I say “likely.”
If not, then it’s close. Just my guess"
So basically, 60fps only with DLSS.
Someone asked them on Twitter if the specs had 60fps as target. This was their answer :
"Probably depends heavily on DLSS settings.
If DLSS is factored in the graph, I say “likely.”
If not, then it’s close. Just my guess"
So basically, 60fps only with DLSS.
Dude the RT lighting is the main component of changing the entire lighting paradigm. Do you even know what emissive lighting is?
Emissive lighting is basically mimicing the physical world of path tracing by computing illumination of lights that actually have AREA. Which is completely the real world. ALL of the lighting done in today's games (and even DeS) uses unrealistic representation of lighting. A point or a direction is the most common. It is rather easy to make a torch really evaluate to be nothing but a point in the shader. It takes a whole new level when that torch is actually a light source and you have to sample that entire surface and come up with several rays of light coming from that surface to illuminate the scene (Cyberpunk will do it with all of their neon lights).
In short, it will yield THE BEST LIGHTING IN A VIDEOGAME to date. Metro: Exodus was the first to implement area lights but they only could manage doing it in an underground setting. Metro guys also had GI in the game so taking area lighting (emissive lighting) outside would have become unplayable. The only other game that does area lights is MINECRAFT and QUAKE RTX.
It's a BIG BIG deal. I seriously doubt you'll ever see this feature on the consoles throughout the entire generation because of how expensive it is.
Wait till you see the DF video of the RT versus the consoles to see how much of a difference it makes. THIS feature is something that can make a generational leap in visuals versus last gen if anything can.
Here is a neon light illuminating spheres using ray-tracing. All of those points of light along the tube are light sources. You can't get that in any way, shape or form using rasterization techniques. Forget about it.
I know that you have an RTX 3090, but what specific model do you have? Also, what are your PC's overall specifications?