This is not exactly true of the next-gen enhanced edition. They re-worked all the lighting in the game, so the assets are different. On the PC side, it's a totally separate download because they don't share the same assets.Metro have all assets of a last gen game other than the RT effects. I don't know about FC6 assets...
Let me get this straight are you blaming the lack of RT in this game specifically on the PS5/XSX versions having "nextgen" assets?Releasing on PS4 and XB1 not necessarily means all assets being last gen on the PS5/XSX/S version.
What an absurd (agenda-fueled) and wholly disingenuous conclusion.Ubisoft is right to save the effects for PCs only.www.tomshardware.com
So, just the lighting RT. Geometry, textures are all the same...This is not exactly true of the next-gen enhanced edition. They re-worked all the lighting in the game, so the assets are different. On the PC side, it's a totally separate download because they don't share the same assets.
I mean it's the same models and textures for the most part, but it is a game that recognizes that RT is not something you simply "switch on" and take full advantage of; When your scenes are still designed around "fake" lighting, they're going to look less realistic even with RT on. ME:EE is the first RT-only game on PC so it's the first to really take full advantage and light the game around RT.
No. I am blaming the lack of other RT effects in RC, Spidermans for not having last gen assets that taxes more the hardware/memory bandwidth. RT effects don't just taxes the RT accelerators but also memory bandwidth. I said I don't know about FC6.Let me get this straight are you blaming the lack of RT in this game specifically on the PS5/XSX versions having "nextgen" assets?
But Metro Exodus doesnt have any "nextgen" assets because?????
The nextgen version of Metro Exodus EE was completely reworked, this game is a .ini file difference between PS4 -> PS5 -> PC.
And what assets are these prey tell that are affecting the RT accelerators from doing something as "simple" as Hybrid Raytraced reflections or even just the Shadows.
These games are launch window games made without time to fully adapt and optimize their engines to the next gen hardware, very likely they didn't even have next gen devkits and final hardware specs when they did start to develop them. Almost every generation 2nd and 3rd gen games are the ones who start mastering the hardware, not the launch games. Devs need time, and now with AAA needing way more development time and in the middle of a global pandemic, even more.These games also use pretty limited RT implementations, although they're a good argument that in the right game RT reflections make a big difference.
They are also recommending a 3070 for ultra settings 1440p 60 fps. Dropping to high usually nets you 20% more performance. Medium should be another 10% or so and consoles typically use medium PC settings. Using checkerboard reflections like they do in Control and Ratchet should also reduce the ray tracing load by half.What an absurd (agenda-fueled) and wholly disingenuous conclusion.
FC6 merely uses RT'd reflections which can be rather expensive depending on the implementation, but at the end of the day, the issue with the consoles is that they have a fixed hardware spec, whereas the PC is an open platform.
It should be no surprise to anyone that the AMD RT acceleration hardware solution is not as capable as NVidia's. So YES the console RT capability is lower than the fastest and flagship NVidia cards on PC, but that's not evidence of the fallacious conclusion Tom's Hardware jumps to.
Neither consoles nor PC can actually manage full raytraced global illumination together with RT soft shadowing. So all RT currently is hybrid RT with traditional raster lighting.
In this case, the FC6 dev is using a more advanced raster lighting model, and have decided to forego RT reflections on consoles to be able to include all the other visual features. You don't have unlimited hardware on consoles and so you have to make compromises, unlike on PC. The consoles could be twice as powerful in terms of single-precision floating-point computation, and they'd still miss out on some limited RT and non-RT features on some games because those features are deemed by the devs to be acceptable compromises. Again, because you don't unlimited power and so something has to give.
None of this means consoles aren't powerful enough for RT. The prevalence of existing games with limited RT features clearly demonstrates the fallacy in that argument. You could argue that those RT features are only limited, but then that is still the case on PC too because there doesn't exist consumer-level hardware capable of full-on Monte Carlo RT lighting at AAA fidelity without compromises.
So Tom's Hardware are really being daft with this one.
Build a PC for 500$ and let me know about it's RT capabilities.
Context is a beautiful thing, these articles can suck my balls.
I didnt fully understand this but from the gist of it.....you have no idea why FC6 "fails" to have RT on consoles while other games manage to get atleast shadows or reflections in.No. I am blaming the lack of other RT effects in RC, Spidermans for not having last gen assets that taxes more the hardware/memory bandwidth. RT effects don't just taxes the RT accelerators but also memory bandwidth. I said I don't know about FC6.
Redid to the point of becoming more like current gen level? By the side-by-side video I didn't see big differences...A lot of them, but the game is 20 gigs larger, so I think they redid a lot of the materials too. It's not like they updated every asset but it's incorrect to say they share the same assets.
yup, and they're comparing them to 3000$ PC's, obviously the later will be better, but no need to bring consoles down when they are more than capable for the price range.This is very true. Not just a PC, but a PC with a Dual Sense and a 4k Blu-Ray player. Oh and a super-fast SSD. It's hard to beat consoles for the price and ease of use.
And they look like exactly like a PS4 game but with over pixelated reflections.