The raytracing in other next-gen games have been fine. No reason to crap on all of them.
Nah, I am with Stuart on this. Those other games are just doing ray traced reflections. This game is literally built around ray tracing. Every single light source is ray traced. That is way more computationally expensive than ray traced reflections which are at times completely missing from scenes depending on the setting. For example, Ratchet has levels that are wide open fields. No glass or reflective surfaces in sight. The only thing the game uses ray tracing for in those levels is ratchet's suit and clank's body and robotic enemies if you run into them. That's it.
For Metro, it doesnt matter if you are in a tight corridor or in a wide open field, ray tracing is working 100% of the time. It's used for lighting, it's used for shadows, it's used for AO.
When UE5 first demo'd the PS5 last year, they were using software based GI. They were able to hit 1440p 30 fps. This year, they added support for hardware accelerated GI using persumably the ray tracing hardware in the PS5. The resolution was cut down to 1080p. RT GI is simply not needed this gen.
How do you see things going as we get further into the generation?
Devs will treat it like the switch ports of MK, Doom, Witcher 3 and Wolfenstein. It will not be pretty but DF was happy with them and pretty much all switch owners praised them just like the xss owners in this thread are praising this game so I think it will be fine for everyone. People who buy the switch and xss are not the kind of people who go to DF threads and now that the hardcore DF viewers know that xss wont hold back gaming, we dont need to worry about it either.