LiquidMetal14
hide your water-based mammals
I selected that the TC is a blind and gay AF.
Then how about an hybrid system like the one RDR2 uses? That game seems to use a combination or real-time global lights with baked lightmaps and it looks and runs like a dream.Why do you think Unity didn't have dynamic TOD? Only few presets.
Also, this requite SHIT TON of time, they have to precalculate every scene, and then when they change something (move chair for example) - they have to do it again. Games were also simpler in the past (and that includes Unity).
It can be done for some kind of games but realitime GI is the future - that's why you see everyone going into that direction.
Sorry man but I won't take DS2 as an argument. That game got it's lighting completely botched before release because of performance issues and I wouldn't use that game as an example of anything.Man just compare Dark Souls 2 original lighting against the new Path tracing mod.
There's a world of difference. And lighting in CD just got fixed on console. On PC it was always great with RR activated.
Why would it take a lot of time to bake when it can done in seconds to a few minutes on an RTX 5090?Why do you think Unity didn't have dynamic TOD? Only few presets.
Also, this requite SHIT TON of time, they have to precalculate every scene, and then when they change something (move chair for example) - they have to do it again. Games were also simpler in the past (and that includes Unity).
It can be done for some kind of games but realitime GI is the future - that's why you see everyone going into that direction.
Yep back then grass was just a flat super low res texture. Only unreal (the first game) and a few others had a different detail texture for up close. Shit many games back then didn't have open areas as the fps would tank. Fun times, back in the late 90s.I remember a time when lod distance all the way to off was a standard pc setting.
Then how about an hybrid system like the one RDR2 uses? That game seems to use a combination or real-time global lights with baked lightmaps and it looks and runs like a dream.
Realtime GI might be the future but imo we aren't there yet by any stretch of the imagination. CD's interiors look like absolute crap unless you enable the denoiser but that's only available to the highest tier of GPUs. And even then they don't look THAT good imo to compensate for the performance loss.
Sorry man but I won't take DS2 as an argument. That game got it's lighting completely botched before release because of performance issues and I wouldn't use that game as an example of anything.
Why would it take a lot of time to bake when it can done in seconds to a few minutes on an RTX 5090?
What do the virgin ones care about?Only fuckin' nerds care about ray/path tracing.
Mesh shaders are GPU accelerated since 2018 and we just have few games using them. This transition is so slow, fuck me...
I know you are joking.
Is it more noticeable on PC or something? I play crimson desert 1080p on a 55in with base ps5 and didn't really notice the pop in until someone on here mentioned it. Even still it's not that bad.Crimson Desert's map is several times larger than ACU's and has a fully dynamic day/night cycle with weather conditions. Doing good lightmaps would have taken a comical amount of time and storage.
What's more egregious is the lack of proper denoising even on PC due to the low ray count. Sure, keep that 1/16 ray per pixel on consoles but may be give the option for 1/4 or 1/8 on PC.
That and the most infuriating thing with that game is the aggressive, immersion-breaking, pop-in.
the PS5 is partially to blame here I bet. devs have to work around its Navi10 rooted hardware.
Sony has their own "geometry engine" (their API's variant on primitive shaders) tech but that means devs need to actually work around both, the PC/Xbox standard, and Sony's proprietary implementation.
I'm surprised how well games like Alan Wake 2 handle it tbh. but I almost bet that it is the main reason AW2 and most nanite driven UE5 games run slightly worse on PS5.
I've never been so jealous of not having a gaming PC than seeing Dark Souls 2 with Path Tracing. I imagine on PC we're almost at a point where Path Tracing will be added to games left right and center whereas even if the consoles feature PT next gen, we won't get many remasters with PT and if we do who knows how many years we'll have to wait. Seems like Nvidia GPU's are moving in that direction where they can use ai to easily add RT to games so PT will be next.
Kinda like how we're stuck playing RDR2 at 30 fps or Bloodborne at 30 with horrible IQ. DS2 looks amazing with Path Tracing and seems to even run at 60 fps. Imagine DS1, DS3, Bloodborne, and any other game from up to the ps4 generation with it ...that would be a dream come true for me. Witcher 2, Dragon Age Origins, RDR2 etc
Wow that looks really good. Is it real PT or simulated?It could be the case, yeah.
DS2 is quite great with PT:
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The worst thing about consoles is that games require patches to look/run better most of the time. In most PS4/PS5 games - all that power PS5 Pro have is useless.
And another info about lightmaps vs. RT:
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Wow that looks really good. Is it real PT or simulated?
nah plenty of devs have used it this gen on both ps5 and xsx. Alan Wake 2, Avatar, AC Shadows, every single UE5 game featuring nanite, FF7 Rebirth, etc.I think fragmented hardware support (like base PS5) has a lot to do with that. Let's hope next gen doesn't have such crucial upgrades on the chopping block
Basically drive under a bridge and watch the temporal noise on everything under that bridge worst of all railings:I don't know have I? What is disco temporal noise in low light areas? I don't even know what that means.![]()
Basically drive under a bridge and watch the temporal noise on everything under that bridge worst of all railings:
This is with everything set to Ultra/Extreme on a 5090.
Wow that looks really good. Is it real PT or simulated?
Yep completely real. They've changed a bunch of textures and geometry as well, but its properly path traced quite nicely. I'm not sure if they have done primary rays or transparencies though… probably not.I think it's real, it changes the lighting of the game completely (not some screen space shader).
Maybe I'm showing my age. I didn't know what else to call it, lol.Ha. That's a new one.
Disco temporal noise seems like the perfect description. lol.
Basically drive under a bridge and watch the temporal noise on everything under that bridge worst of all railings:
This is with everything set to Ultra/Extreme on a 5090.
Basically drive under a bridge and watch the temporal noise on everything under that bridge worst of all railings:
This is with everything set to Ultra/Extreme on a 5090.
Path tracing is much more advanced than anything RDR2 has done. RDR 2 still has that gamey look.Then how about an hybrid system like the one RDR2 uses? That game seems to use a combination or real-time global lights with baked lightmaps and it looks and runs like a dream.
Realtime GI might be the future but imo we aren't there yet by any stretch of the imagination. CD's interiors look like absolute crap unless you enable the denoiser but that's only available to the highest tier of GPUs. And even then they don't look THAT good imo to compensate for the performance loss.
Sorry man but I won't take DS2 as an argument. That game got it's lighting completely botched before release because of performance issues and I wouldn't use that game as an example of anything.
How about fuck RT, GI and PT... gorgeous games were made before these technologies were used.