Ray tracing is the plague of this generation. Current hardware can't handle it properly and to its fullest. But Nvidias marketing will make it as something indispensable
It's all related to the number of rays / ray intersections that need to be calculated. Cerny claims the number of rays for GI is lower than for reflections, which should be true.Its highly subjective ofcourse. But given that we see RT Reflections far more often than GI, i say the truth is in the middle.
AFAIK Demon's Souls doesn't use Ray Tracing in any shape or form. They do have some form of compute-based Global Illumination, but it's not RT-based.isn't demon souls an example of that ?
yeah i wasn't sure and memory failed meIt's all related to the number of rays / ray intersections that need to be calculated. Cerny claims the number of rays for GI is lower than for reflections, which should be true.
Of course, AFAIK very few games are doing full-resolution ray-traced reflections, and that's perhaps why that particular implementation is cheaper than ray-traced GI.
AFAIK Demon's Souls doesn't use Ray Tracing in any shape or form. They do have some form of compute-based Global Illumination, but it's not RT-based.
That will very be the case. I could use a proper tech level thread on RT somewhere down the lineIt's all related to the number of rays / ray intersections that need to be calculated. Cerny claims the number of rays for GI is lower than for reflections, which should be true.
Of course, AFAIK very few games are doing full-resolution ray-traced reflections, and that's perhaps why that particular implementation is cheaper than ray-traced GI.
AFAIK Demon's Souls doesn't use Ray Tracing in any shape or form. They do have some form of compute-based Global Illumination, but it's not RT-based.
I have a friend, and I swear this is totally true, he is concept artist as me and works in the industry, that has played Cyberpunk in a base Xbox One and for him the game ran perfectly fine and internet opinion is over exaggerating. Also, I have another friend, 3D artist, also works in the industry, and he plays on PC. He plays at whatever framerate the game outputs, 43, 52, whatever, and he doesn't notice stuttering, framepacing or even tearing.I have a friend who played Miles Morales in both graphics and performance modes and ended up choosing graphics (RT) at 30fps over 60fps. The only difference he could see between the modes was the visuals. He didn't think the gameplay was any smoother at 60fps. I find it absolutely crazy that this is the case, but cool for him.
He also believes Skyrim on PS3 had no performance issues and ran smooth for him just to give you an idea of what his tolerance levels are haha.
People like him have been playing at 30 for so long that they can not see the differences between 30 and 60. It happened to me after playing on consoles for a long time. Once it clicks he will realize fps >>>>resolution always.I have a friend who played Miles Morales in both graphics and performance modes and ended up choosing graphics (RT) at 30fps over 60fps. The only difference he could see between the modes was the visuals. He didn't think the gameplay was any smoother at 60fps. I find it absolutely crazy that this is the case, but cool for him.
He also believes Skyrim on PS3 had no performance issues and ran smooth for him just to give you an idea of what his tolerance levels are haha.
This happened to me...when first 60 fps games on consoles came...did not see difference even on PS4 games was hard to see it for me..just after I got an Xbox one X and recently a PS5 y can clearly see and feel the difference and after 60 fps returning to 30 is hard..People like him have been playing at 30 for so long that they can not see the differences between 30 and 60. It happened to me after playing on consoles for a long time. Once it clicks he will realize fps >>>>resolution always.
I have a friend, and I swear this is totally true, he is concept artist as me and works in the industry, that has played Cyberpunk in a base Xbox One and for him the game ran perfectly fine and internet opinion is over exaggerating. Also, I have another friend, 3D artist, also works in the industry, and he plays on PC. He plays at whatever framerate the game outputs, 43, 52, whatever, and he doesn't notice stuttering, framepacing or even tearing.
I envy these type of people. I notice any lost frame or if a bush in the desert of Red Dead Redemption has bad LOD.
Assuming the visuals are still decent, Ill take 60fps over overglossed and overly wet RT 30 fps. I don't need to play a game like Control where every floor tile and square inch of wallpaper is a mirror.
Maybe a low paced SP Elder Scrolls 6 maybe I'll do RT, but most games I like it fast and smooth.
I aprove this messageAssuming the visuals are still decent, Ill take 60fps over overglossed and overly wet RT 30 fps. I don't need to play a game like Control where every floor tile and square inch of wallpaper is a mirror.
Maybe a low paced SP Elder Scrolls 6 maybe I'll do RT, but most games I like it fast and smooth.
Good luck being immersed in slow motionRay tracing is great and a big step forward. Lighting in general is an area that offers vast improvements in graphics.
I'd take solid 30fps with RT over just 60fps any day of the week.
I bought Watch Dogs at launch but parked it until the ray tracing update was available. It's not just 'reflections', it's realism and immersion.
You can get photo realistic visuals without RT but dynamic photo realistic visuals are hard without it.Nope. you can get photorealistic visuals without ray tracing.
I dont know about that. UE5 demo is using dynamic GI without RT.You can get photo realistic visuals without RT but dynamic photo realistic visuals are hard without it.
I dont know about that. UE5 demo is using dynamic GI without RT.
Even this Unreal Engine 4 rebirth demo had fully dynamic lighting in realtime running at 60 fps on a 1080ti at 1440p. They demoed it.
From what I understand, ray-tracing allows developers to hit those peak levels of fidelity in real-time with about half of the development resources needed to do it using other workarounds. In that video, he mentions that all of the assets are pre-rendered and available to you as a developer, which presumably means that they've cut out the development resources needed by providing you with the assets upfront.I dont know about that. UE5 demo is using dynamic GI without RT.
Even this Unreal Engine 4 rebirth demo had fully dynamic lighting in realtime running at 60 fps on a 1080ti at 1440p. They demoed it.
Look at the video I posted above. They can change all the lighting parameters or other settings in realtime now. You really dont need realtime ray tracing for that. If anything, the megascans library being offered here saves them from creating their own assets. Everything can be done in realtime here saving dev time. reflections will be the only extra expense.From what I understand, ray-tracing allows developers to hit those peak levels of fidelity in real-time with about half of the development resources needed to do it using other workarounds. In that video, he mentions that all of the assets are pre-rendered and available to you as a developer, which presumably means that they've cut out the development resources needed by providing you with the assets upfront.
I imagine that future game development, at least for the next 10 years, will have some mix of this. I don't see how this is possible for reflections, though. Maybe someone smarter than me can address that.
I dont think anyone is questioning that you cant get better results with RT. The point I am making is that you can get photorealistic visuals without it and from what I can tell from bits of your post is that you agree so we might be talking past each other here a bit.I love how people are always saying yeah it can run on a single 1080Ti.
Almost as if the 1080Ti isnt an RTX2080/RTX3060Ti class GPU.
But using some sort of Raytracing or Voxel based GI is something games need to move towards ASAP.
IF the other techniques are cheaper and produce similar results, im all for that, if RT is the best bet then jump on that instead.
You do realise that things happen on screen at the same speed, regardless of the frame rate?Good luck being immersed in slow motion
I can confirm this with almost all of the titles I've played, with the exception of Cyberpunk.A 3090 will average 70-90 FPS at native 1440p/Ultra/Max RT in any game you throw at it right now. Unless you're talking strictly native 4k, then you're wrong.