I'm not a PC gamer but I am worried about RT hijacking the rest of a console system. Of course there's a lot more to it but those JackFrag's RT video's for Battlefield V were just a bit...naff.Developers have done such a great job over the years of imitating RT that I'm not convinced that RT is something worth pursuing at this point.
I think the killer for people people who think RT is too expensive is that 1080p/30fps is too low for their tastes
Its the new bloom and chromatic aberration. People use it because everyone else is using it. Every implementation I saw so far makes things really off.
Ray tracing would completely change the behavior of lights though. The difference would become immediately noticeable just like games that have a PBR workflow and games that don't.Developers have done such a great job over the years of imitating RT that I'm not convinced that RT is something worth pursuing at this point.
Its the new bloom and chromatic aberration. People use it because everyone else is using it. Every implementation I saw so far makes things really off.
Not to mention it just destroys performance.
Not to mention the potential reduction in development time and file-size by not having to make pre-baked light-maps.Ray tracing would completely change the behavior of lights though. The difference would become immediately noticeable just like games that have a PBR workflow and games that don't.
What are you expecting "adoption" to look like?So it's almost been a year since Nvidia and Microsoft launched their Raytracing hardware (Turing) and software (DirectX).
Since then, a handful of compatible games have been released, together with some community made mods for existing games.
I know new technology takes time, but I can't help but feel like adoption is very slow.
I frankly don't think you understand what raytracing actually does if you're comparing it to bloom or chromatic aberration. Note that even the most impressive shots in current gen games don't even come close to touching offline renders, lighting limitations are a big part of that. Raytracing in realtime is pretty much the only way to move forward.Its the new bloom and chromatic aberration. People use it because everyone else is using it. Every implementation I saw so far makes things really off.
Not to mention it just destroys performance.
For example, there was a time when Heavenly Sword was the only game with full performance capture. Now look at how prevalently it's used for AAA games.Adoption after one year means little. Loads of extremely exciting things go by mostly-unnoticed for a while, and then suddenly explode when a few barriers fall and the market catches up.
The number of RT cores is quite enough, what's not enough now is shading throughput.Not enough RT cores right now. A 2080Ti can output 60fps with partial raytracing in a scene. It's a good start but I know I'm not willing to dish out $1300 for that.
The output is completely unusable without the de-noising process, and current games have issues with things like shadows lagging behind gameplay by several frames due to it.Those work in conjunction. Raytracing itself works on a per pixel level afterall.
You're reduced to playing games at 1080p on a $500+ video card, and only at 60 FPS. That's expensive.On Metro Exodus I can get 60fps at 1080p/High settings with RT turned on with a 2070. It's really not as computationally expensive as some people make out.
RT will be in most 30fps AAA games on the next set of consoles imo because their GPU's will be even more powerful than my 2070.
Ray-traced audio on the GPU should be a relatively small performance impact, and won't require RT hardware.I want to see raytraced audio in action and how demanding is it
RT will be in most 30fps AAA games on the next set of consoles imo because their GPU's will be even more powerful than my 2070.
Not sure if you're serious, but if you are, I don't think you realize how embarrassingly dumb this take is, you should probably avoid offering your opinion while you're completely clueless.Its the new bloom and chromatic aberration. People use it because everyone else is using it. Every implementation I saw so far makes things really off.
Not to mention it just destroys performance.
People who are skeptical of ray tracing aren't going to know what pixel shading is.Pixel Shaders weren't a thing for the vast majority of games in the year of 2000. Now they're eveywhere. Just wait. Raytracing will be in Wolfenstein Youngblood, Control, Cyberpunk 2077, Mechwarrior 5 and Watch Dogs Legion, we're slowly getting there.
Oh, how comes they didn't put it in games all this then and now they're adding raytraced audio as a selling point like the new codRay-traced audio on the GPU should be a relatively small performance impact, and won't require RT hardware.
Aureal was doing ray-traced audio with their sound cards in the '90s.
Its the new bloom and chromatic aberration. People use it because everyone else is using it. Every implementation I saw so far makes things really off.
Not to mention it just destroys performance.
Mainstream adoption is a certainty, it's only a matter of when. And even the current niche adoption will receive tons of support, as developers will need to ship products using this tech before it hits the mainstream to refine their skills. Whoever is late to the party now will suffer later on.Only mainstream mass adoption can make it the next big thing, and high-end, expensive Nvidia GPUs ain't gonna achieve that.
Its the new bloom and chromatic aberration. People use it because everyone else is using it. Every implementation I saw so far makes things really off.
Not to mention it just destroys performance.
I frankly don't think you understand what raytracing actually does if you're comparing it to bloom or chromatic aberration. Note that even the most impressive shots in current gen games don't even come close to touching offline renders, lighting limitations are a big part of that. Raytracing in realtime is pretty much the only way to move forward.
For example, there was a time when Heavenly Sword was the only game with full performance capture. Now look at how prevalently it's used for AAA games.
Not sure if you're serious, but if you are, I don't think you realize how embarrassingly dumb this take is, you should probably avoid offering your opinion while you're completely clueless.
Ray-tracing is not a "perfect" solution. Path-tracing superseded ray-tracing a long time ago for rendering, as it is a simulation of how light behaves. Ray-tracing still "cheats" but not to the same extent as rasterization.actually its everything else now that feels really off. Because raytracing is literally tracing rays of light. It is perfect because that is how light works. Raytracing is the most accurate form of lighting and reflections by its very name alone. Period.
Audio has always been a low priority for game developers, and really only seemed to get any attention at all back when sound cards were mainstream and Creative Labs and others were trying to sell cards based on their features - likely with funding to encourage their inclusion.Oh, how comes they didn't put it in games all this then and now they're adding raytraced audio as a selling point like the new cod
I'll answer to you instead of everyone because I probably didn't express myself in a very good manner. Yes, Raytracing IS pretty and adds something to a game, but what I meant is that it's starting to get in a situation where developers are rushing to add it and implement it just for the sake of doing so, just like it happened with bloom and CA, games that had no reason to use the stuff started putting it there to not look "outdated".
I honestly look forward to CP2077 implementation of it because its a game that has somewhat a "mood" for it. Personally, what i saw so far adds very little to a scene (BFV, Metro Exodus) that I couldn't ever in my right mind turn it on just for that minimal effect.
I didn't mean to sound condescending with the tech, but I can see how that could actually be seen as such. Apologies!
What's ray traced audio?Couple things I'm keeping an eye on:
The effect of NVME storage on load times as well as on graphics streaming.
Ray traced audio.
I dislike this way of distinguishing the terms, as it's usually poorly-defined and tends to confuse people. When people say that path-tracing has superseded ray-tracing, they usually mean "path-tracing has superseded the ray-traced lighting algorithm that Whitted published in 1979" or something along those lines, which is kind of arbitrary.Ray-tracing is not a "perfect" solution. Path-tracing superseded ray-tracing a long time ago for rendering, as it is a simulation of how light behaves. Ray-tracing still "cheats" but not to the same extent as rasterization.
I mean it's such a massive step forward that yes there would be a significant difference between games that utilize it and games that don't.I'll answer to you instead of everyone because I probably didn't express myself in a very good manner. Yes, Raytracing IS pretty and adds something to a game, but what I meant is that it's starting to get in a situation where developers are rushing to add it and implement it just for the sake of doing so, just like it happened with bloom and CA, games that had no reason to use the stuff started putting it there to not look "outdated".
In all high profile AAA games - sure.
In every game though? Nah. There will still be a lot of games which won't even use 3D rendering let alone raytracing.
Don't worry, there will be plenty of games that won't have RT and still be 30fps.If by "the next big thing" you mean "the reason why next gen games are still 30fps instead of 60" then yes.
if that was gonna be a thing, they could have done that alreadyI wonder if processing resources getting spent on AI or physics and similar would be better usage.
RT is already built into DX12 and Vulkan RT seems to still be in testing. as long as it adheres to those specs, RT will be brand agnosticWould be nice if there was a separate ray tracing add-in card to expand on your GPUs current ability. That way you wouldn't need to upgrade GPUs as often to keep current on the growing requirements for ray trading.
Plus maybe it could be GPU brand agnostic.
That's not demanding at all. Dedicated sound cards in the late 90's (go google Aureal Vortex) were doing raytraced audio. So you're dedicating a very small portion of a GPU's compute power to add that.I want to see raytraced audio in action and how demanding is it
I dunno if RT in it's early days will be as good as PBR, but more accurate reflections will be great indeed, RDR2, FFXV etc have horrible reflections on water.It will be the real next-gen feature that willd efien the whole generation just like PBR was for this gen.
PBR allowed to have accurate liek materials and surfaces with some ready to be reflective for example, without needing baked surfaces, so SSR works on them but it is very limited.
Now those same surfaces will reflect things not displayed on screen thanks to ray-tracing which not will represent a big eye candy feature but also a major gameplay feature since such offscreen reflections and shadows can make you discern enemies and vice versa.