Relativ9
Member
The differences right now might not look that impressive mainly because what most developers are using is selective and localized ray tracing. In effect this means that they might be doing ray traced reflections or ray traced shadows on select items and surfaces in the world, but they still have baked lighting and shadow maps on the majority of the game world, and use cube maps for a lot of the reflections. Truly "everything on" ray tracing is going to revolutionize computer graphics once we're at a point where the majority of rigs can handle it, not only because it'll look much better and more realisitc, but also because (like a lot of the recent advancements in graphics technology) it drastically cuts down on the time and effort developers need to put into making stuff look good and/or real. Gone or the days where only 300+ development teams can make photorealistic games.
And yeah, as many have mentioned, if you want to see the promise of RT, Nvidia's demo is a good reference point. It's not just about reflections, it's about the "warmth" you feel from all the materials, the wood has convincing subsurface scattering, the shadows are diffused by multiple light sources and their respective bounced lights, creases and tight corners are darkened (and not artificially by ambient occlusion) as bounced light has a harder time reaching them, instead of entire objects or materials having bloom light now only shines/glows off exactly the part of the object that bounces the light into the game camera (your eyes). And finally yes the reflections are much better, update in real time both with changes in the enviroment and the motion of the camera, look at the aluminum tubes of paint, with all their indents and irregularities, the detail and fidelity of the reflections here is unmatched by traditional rendering techniques.
And yeah, as many have mentioned, if you want to see the promise of RT, Nvidia's demo is a good reference point. It's not just about reflections, it's about the "warmth" you feel from all the materials, the wood has convincing subsurface scattering, the shadows are diffused by multiple light sources and their respective bounced lights, creases and tight corners are darkened (and not artificially by ambient occlusion) as bounced light has a harder time reaching them, instead of entire objects or materials having bloom light now only shines/glows off exactly the part of the object that bounces the light into the game camera (your eyes). And finally yes the reflections are much better, update in real time both with changes in the enviroment and the motion of the camera, look at the aluminum tubes of paint, with all their indents and irregularities, the detail and fidelity of the reflections here is unmatched by traditional rendering techniques.