Interesting post. Personally, I thought there's no chance in hell these are cubemaps.
Time-Stamped 4K:
Agreed. This was my original conclusion on what the game was doing, but the extent to which SSR is being applied here is making me question if there is an alternative explanation. The artifacts from SSR occlusion from moving objects puts it a step behind Cyberpunk's RT reflections. If that is indeed RT, then the conclusion is RT for static objects (instead of cube maps) and may be some moving objects (though I'm yet to spot one), and SSR for NPCs and other dynamic objects. And that's on land. While sailing, I'm yet to find a good example of RT without any SSR artifacts.
As for the ocean, there's a chance RT reflections are reserved for close distance?
Seeing the same artifacts in close distance as well. Here's the same shot of the mast on the island that is right in front of the boat. Notice the reflection change as soon as the mast occludes the structure being reflected (around the 3rd frame). Though in this case, there is some fall back, so it doesn't completely vanish.
They look just like Cyberpunk RT reflections.
I can't recall Cyberpunk with such SSR artifacting, so I'd still put it ahead.
So I'd say it's just a matter of a SSR layer on top of the RT, which is not uncommon practice.
Agreed. Quite plausible on land at least.
Well, those are great PCSS shadows no matter what. I honestly can't distinguish them from RT ones.
No doubt. Which is why I'm considering this to be a PC ultra build. The quality is a bit too good. It's not the PCSS itself that is impressive. Like you said, it has been around for a while. It's the quality of every single shadow. It's near pixel perfect.
In any case, this all bode really well for PS5 Pro version. And of course PC.
They nailed it with AC shadows already, so I agree. And now with RTGI on all modes, it's gonna look great!
Nice analysis.
RT shadows can still have pop in, it depends on BVH LOD, and entire shadows are poping in like that (with no resolution changes like with CSMs).
Though plausible, the shadows themselves are still a bit too sharp to be RT shadows. You won't get shadows like this if it were ray traced. No penumbra on so many individual leaves that should be blending into each other if ray traced, despite being distant enough from the ground. This has to be PCSS + CSMs on the best possible quality (hence my conclusion that this is potentially PC Ultra). And if they actually had RT shadows, they would have announced it as it would be a whole new feature in their engine.
Happy to be proven wrong with counter evidence or by DF, especially about the shadows. The game has already announced
RT reflections, so that's more of a grey area on the extent to which it is applied. It obviously has to be there
somewhere.