If the topic they are covering is detailes as it is, then it's a good idea to split it. You don't need to watch it all. You have PS5?, go watch that. 4090? Watch path tracing one.I remember when DF just put out one video and covered all the stuff. Now? Spread your cheeks we gotta monetize boys!
its one of the best looking games ever, of course they will.... its the whole premise of the site and theres so much to cover in the game.I remember when DF just put out one video and covered all the stuff. Now? Spread your cheeks we gotta monetize boys!
The best looking game of all time... Change my mind!
On PC, maybe. They really didn't do a good enough work with rasterization. The game is unacceptably noisy.The best looking game of all time... Change my mind!
Where are you getting baked lighting from. "Other GI solution" doesn't neccesarily mean baked lighting.As I expected. The game uses baked lighting with PATH TRACING overlayed on top.
So low shadowmaps from non rt mode, are still visible with path tracing.
This brings the question... if the game is fully static (which it is), why in the world didn't they bake higher quality gi and shadow maps?
In a completely static game like this, if everything was baked correctly, Path tracing would only change dynamic scenes and lights and reflections.
edit: but maybe they are not baking anything but have their software rt-like solution running in real time... but then it's a waste of resources by not baking it.
Like you point out, baking only really works in environments with mostly static lighting conditions and time-of-day. For this reason, baked lighting is used as a way to achieve high quality lighting that historically would have been way too expensive to perform in real-time; we perform the lighting calculations offline and package the results directly with the geometry (i.e. "baking"). We're now at a place where we can deliver extremely high-fidelity lighting in real-time.As I expected. The game uses baked lighting with PATH TRACING overlayed on top.
So low shadowmaps from non rt mode, are still visible with path tracing.
This brings the question... if the game is fully static (which it is), why in the world didn't they bake higher quality gi and shadow maps?
In a completely static game like this, if everything was baked correctly, Path tracing would only change dynamic scenes and lights and reflections.
edit: but maybe they are not baking anything but have their software rt-like solution running in real time... but then it's a waste of resources by not baking it.
Nah, I would think it mostly has to do with the heavy use of transparencies when rendering foliage like trees, bushes, etc.Interesting that in the Alan "Dark Place NY" setting, I can run RT and PT enabled and get 60fps (3080Ti). Just played that portion, three hours, no framerate drops.
Then I get to play as Saga in Bright Falls and immediately get drops below 60.
I guess it is due to NY being at night, there is lot less bounced light so it is less demanding?
The best looking game of all time... Change my mind!
Ray-tracing looks better then non ray-tracing in a game where the developer doesn't give a rats ass about the non ray-trace mode.
![]()
How about comparing in a game that have a non ray-tracing mode where the developer actual gave a damn and used all and every trick in the book to make it look good, and then compared it to the ray-tracing mode in the same game...
Path tracing is much more impressive in Cyberpunk 'cause AW 2 uses a really good form of baked lighting
Changes are noticeable, of course, but not as game changing as in Cyberpunk
Linear games should always, always use baked lighting instead of realtime GI.
Even open world games. Fuck realtime time of day if that means a worse looking game.
Nah. Games like Witcher 3 or Kingdom Come Deliverance would suffer immensely without realtime time of day.Even open world games. Fuck realtime time of day if that means a worse looking game.
PS5 isn't relevant to this thread.Anyone tried it with latest patch on ps5? is image quality any improved ?
ah sorry. i mistook this for one of other threadsPS5 isn't relevant to this thread.
So what game is that? Every raster game ever released has problems with shadows, reflections and lighting quality, only RT can fix them.
FFXVI, as it relates to shadows. It was excellent enough to fool DF into suggesting they were RT shadows on multiple occasions.
Saying that KCD with a pre-RT solution and Witcher 3 with RT look fantastic is my whole point. Without RT they look very meh.Nah. Games like Witcher 3 or Kingdom Come Deliverance would suffer immensely without realtime time of day.
And KCD still manages to look fantastic lighting-wise (SVOGI?), and Witcher 3 received RTGI to help out.
I do like well baked GI, but not in every game.
Well, let's agree to disagree. When I am playing baked game, I always notice that time is static. In linear games it can be ok, but in open world, it breaks immersion heavily. Even if yes, AC Unity looks stunning. But AC Unity is a mission based game that's not focused on immersion too much, due to its Animus nonsense. In Witcher 3 or KCD not being able to see transitions from daytime to sunset and night time would suck ass.And I dont agree that TW3 would suffer without realtime time of day.
So low shadowmaps from non rt mode, are still visible with path tracing.
Yah it sucks. Control's non-RT mode is just as much a noisy low rez fest.On PC, maybe. They really didn't do a good enough work with rasterization. The game is unacceptably noisy.
![]()
![]()
![]()
![]()
On console and lower-end to mid-spec PCs, it has more noise and artifacts than a KISS concert inside the Louvre. Image quality is ass on most machines. Next-gen rendering with worse image quality than PS360 titles.
Id imagine its the Alpha effects of Bright Falls Trees.Interesting that in the Alan "Dark Place NY" setting, I can run RT and PT enabled and get 60fps (3080Ti). Just played that portion, three hours, no framerate drops.
Then I get to play as Saga in Bright Falls and immediately get drops below 60.
I guess it is due to NY being at night, there is lot less bounced light so it is less demanding?
Anyone tried it with latest patch on ps5? is image quality any improved ?
Saying that KCD with a pre-RT solution and Witcher 3 with RT look fantastic is my whole point. Without RT they look very meh.
AC Unity has much better lighting than both games (when they are not using RT) due to baked lighting
And I dont agree that TW3 would suffer without realtime time of day. You still have to medidate a lot to change time of day during gameplay, 'cause lots of missions and contracts had their own time of day.
Same thing with Cyberpunk and many other open world games
Looks like Allan Wake 2 is heavily relying on streaming .
Over 2 GB a sec at points, almost 3 Gb/s for the mindplace, which I guess is a room somewhere under the map/level. But what is being streamed Mesh shader Culling ? Light maps? Textures ? objects ? The average is about the same as the UE5 tech demos. And how much of the Gpu memory bandwidth is used ?
Looks like it.So it wouldn't be feasible on last gen consoles?
The gulf between console and PC in this game isn't so much the pathtracing itself it's the IQ difference it creates (well with DLSS too as FSR is shit). It looks really bad on console with all the shimmering and pixelated effects but looks clean on PC.
The RT does make a big difference but it's more subtle than having super high fidelity assets or bombastic particle effects or something. The problem is when you go to another game without RT lighting straight from playing this as the lighting just doesn't look right unless it is faked really well. I went straight from this to Spider-Man 2 and SM2 looked 5 years out of date in comparison just because the lighting looked so basic but if I'd played them the other way around I probably would have been happy enough with the graphics in SM.