viveks86
Member
Game seems to have RT reflections and RT emissives. May include some low precision RTGI as well (not sure). Definitely no PT, that's for sure.
So much occlusion and disocclusion in this segment that anything short of RT would be a mess with SSR. Seeing the reflections change as well depending on what's occluded, so can't be cube maps either.
And a more obvious example later on:
And evidence of emissives. You can see it in the gameplay shot above as well, but the ones below are are a bit more obviously ray traced imo.
They are clearly showing it off with the complex light shapes and tubes all over the place (including the ceiling of the supermarket) that are accurately lighting up a la cyberpunk. The only way you are getting that accurate light contribution is via RT emissives or full blown RTGI. But several fine details are missed on the GI side, so I'm assuming either single bounce or probe-based GI. But you can see how each emissive texture affects the area immediately around it as they start going off.
The cellphones should be lighting things up a lot more, but probably not in the BVH as they are moving sources.
Asset quality and LoD could be LOT better though. Seems a bit jarring compared to the rest of the presentation.
So much occlusion and disocclusion in this segment that anything short of RT would be a mess with SSR. Seeing the reflections change as well depending on what's occluded, so can't be cube maps either.
And a more obvious example later on:
And evidence of emissives. You can see it in the gameplay shot above as well, but the ones below are are a bit more obviously ray traced imo.
They are clearly showing it off with the complex light shapes and tubes all over the place (including the ceiling of the supermarket) that are accurately lighting up a la cyberpunk. The only way you are getting that accurate light contribution is via RT emissives or full blown RTGI. But several fine details are missed on the GI side, so I'm assuming either single bounce or probe-based GI. But you can see how each emissive texture affects the area immediately around it as they start going off.
The cellphones should be lighting things up a lot more, but probably not in the BVH as they are moving sources.
Asset quality and LoD could be LOT better though. Seems a bit jarring compared to the rest of the presentation.