Of course, but that's what the example was being used to show off.
No and no.Is ray tracing really not going to be possible on the next generation, with games targeting 30fps? Is it because of the AMD architecture?
There are about six threads focused on Ray Tracing right now. People are ascribing way too much significance to a feature that is additive and very impactful on performance.
This is a pointless qualifier.
Unreal 5 demo definitely used raytracing, just not the exact RT that is being accelerated by hardware on current gpus.The most impressive looking thing ever seen running in real time had no RT.
It's a nice tool and technology. It isn't the be all and end all. If developers wanted to push graphics as much as possible without RT they should have the option, but I suspect it may be the new "native 4K", where if a game doesn't have it then it's crucified.
Not to mention the games people would use as an example of good reflection without RT (like TLoU2) would be games that would have developers spend a ton of time on carefully creating and aligning the cube maps. That shit is time consuming and not easy, and it still breaks. It's resources that Devs can spend elsewhere were they not busy carefully baking and placing those things to perfection.RT is just an accurate representation of how lightning works and allows developers to simulate it even in complete dynamic scenarios.
3d work in general have always struggled with lighting and being able to have accurate lighting in real-time and no long bake times can severely impact content production allowing developers to iterate faster, not to mention that it's one less hurdle preventing the games to be more dynamic.
So, not to sound too harsh, but how you blown you are by the current usages is irrelevant.
Though, if you are willing to see the impacts, Alex from DF video on WD Legions is a good start. The beginning of the video where he shows the first WD and all the tech they had to implement to fake reflections and still got shat by it, makes a good case on why it would be awesome if they just enable RT reflections on everything and it would just work. Now make the same considerations for lighting (it's a open world game with dynamic life cycles overall), shadows etc...
Unreal 5 demo definitely used raytracing, just not the exact RT that is being accelerated by hardware on current gpus.
Though we have Hellblade 2 which was even more impressive and was using hardware RT according to that Epic blog post.
Tbh I agree, I never found Control's approach to be game changing. Outside of Minecraft and Quake, Control and Fortnite are the two most feature complete RT game out there and neither of them have an aesthetic that lends particularly well to showing of those effects so that it's immediately apparent while playing, even without side by side comparison. You notice it at start when you're looking for it, but it kind of just disappears from your head after a while.
I have a 3080 so I have it turned on, but outside of reflections the differences are really subtle to be noticed without side by side comparisons. For instance the RTGI it uses is an extension of their existing GI solution which is similar to SVOGI and SVOGI is pretty damn accurate to begin with. Yes the RTGI makes it more accurate so that there's less light bleeding and less banding but it doesn't change the look of the game to a significant degree like it does in Metro Exodus....now that is what I consider game changing.
I'd argue and say that debris shadows in Control is a more noticeable RT effect than the RTGI and RT contact shadows as you don't need a side by side comparison for the differences to really pop. But even then I feel it's one game where despite having so many RT features it doesn't do as much to the game, then you look at something like Watch Dogs which only does RT reflections but there's a night and day difference between RT and non RT in that game. A lot of this is to do with the aesthetic of the game itself and how the assets were designed in the first place.
Exactly. Games can look good without RT? They can.Not to mention the games people would use as an example of good reflection without RT (like TLoU2) would be games that would have developers spend a ton of time on carefully creating and aligning the cube maps. That shit is time consuming and not easy, and it still breaks. It's resources that Devs can spend elsewhere were they not busy carefully baking and placing those things to perfection.
I completely agree with you on many modern AAA titles. The pre-baked lighting they do is exceptionally good. There are titles that are markedly improved by it, but many see very little benefit when you're talking about dropping that many frames. I personally care much more about DLSS and hitting higher frames at 4k than RTX. However, RTX has some very real benefits for developers and also gives games a longer life with the ability to scale with hardware past their "prime".
It is something to look forward to, and continue to integrate, but the trade off still isn't quite there.
I have a 3080 and still wouldn't choose to turn it on most the time.
That's one of the other reasons, people want more dynamic environments but having more dynamic environment with baked lighting just means it ends up looking off.Exactly. Games can look good without RT? They can.
But there's no free lunch, the games look good because developers spent hours calculating the expensive lighting offline so when you are playing the game it can look good under the restricted lighting conditions they had to limit it to.
Again the Alex/DF video on Halo Infinite is an awesome lecture on that, and they even show how an open world with dynamic light like metro can go to look as dull as HI did under the wrong light conditions, to something that matches the pre baked lighting of tlou2 by turning RT GI on.
Ha. OP🤫
Would be handy if there was a thread with tons of posts describing the benefits with RT - most of them not even related to end result visual spectacle.I don't understand why we need Ray tracing? Sometimes accurate sunlight is extremely unflattering
Basically how I feelOne day ray tracing might be good for something besides tanking framerates
today is not that day
Nah, the hunt for 30fps 4K is. Both are total wastes of resources though that certainly won't be spent on engaging level design or incredible animations or stories though.RTX is the most boring thing being pushed for next-gen. I'll take performance over it any day.
ALSO EVERY GAME AT 8K 120 FPS AFTER ALL IT'S 2020Raytracing looks fucking STUNNING in Watch Dogs Legion and has turned me into a #believer.
NO MORE GAMES WITHOUT RAYTRACING
Nanite does work with moving geometry. (move, rotate and most likely scaling.)As for nanite, that's a nice tech but it's not going to be practical for games because of two reasons; the first being it's not feasible to have a proper full length game with model quality that high as it's an unrealistic amount of work and you also need to store the data somewhere, the other being it only works on static geometry so if you want a dynamic environment with moving objects then it can't use nanite.
TLOU2 RTX lighting would look mostly the same, but could be completed in less development time.
I believe they already have ray tracing reflections, but only in controlled rooms with no interactive objects. But yeah they could have it on all windows outside which would be neat!They could probably add some neat effects such as reflections, but TLOU2 (just like TLOU1) already has largely ray traced lighting.
It has RT, in a basic rudimentary form of cone tracing and screen space tracing.The most impressive looking thing ever seen running in real time had no RT.
Who's preventing them from doing this?If developers wanted to push graphics as much as possible without RT they should have the option
It seems many people don't understand how lighting in games works and that's fine since you're not all knowledgeable about game development (and I'm certainly not an expert but have some knowledge of it). Here is an example to maybe illustrate both why many people aren't seeing a huge difference now vs why it's actually a big deal. This is a digital painting:
and here is the original photograph:
And people will say "they look almost the same, I don't see much difference at all". Yes, because the painter is very very skilled at recreating real life but the big thing is the painting took hundreds of hours while the photo took a couple of hours, and the photo still looks better and more realistic.
So that's the first thing, development time. The other big thing is the painting is completely static, you can't repose the model without spending an equal amount of time making a new painting. With a photo you just have her move and snap another one.
That is basically what's happening with lighting in games. The vast majority of lighting is faked to emulate what RT gives you in real time without all the extra effort, effort that can be put into making other aspects of the game better and more visually appealing.
We won't see the benefits right away but if we want to see better and more dynamic worlds in the future raytracing is absolutely a big big deal.
People need to stop making this argument. At least for this generation. Today's hardware is too weak to do path traced lighting on anything other than the likes of Minecraft and Quake 2. If anything RT is currently increasing the workload of developers.That is basically what's happening with lighting in games. The vast majority of lighting is faked to emulate what RT gives you in real time without all the extra effort, effort that can be put into making other aspects of the game better and more visually appealing.
THANK YOU.It seems many people don't understand how lighting in games works and that's fine since you're not all knowledgeable about game development (and I'm certainly not an expert but have some knowledge of it). Here is an example to maybe illustrate both why many people aren't seeing a huge difference now vs why it's actually a big deal. This is a digital painting:
and here is the original photograph:
And people will say "they look almost the same, I don't see much difference at all". Yes, because the painter is very very skilled at recreating real life but the big thing is the painting took hundreds of hours while the photo took a couple of hours, and the photo still looks better and more realistic.
So that's the first thing, development time. The other big thing is the painting is completely static, you can't repose the model without spending an equal amount of time making a new painting. With a photo you just have her move and snap another one.
That is basically what's happening with lighting in games. The vast majority of lighting is faked to emulate what RT gives you in real time without all the extra effort, effort that can be put into making other aspects of the game better and more visually appealing.
We won't see the benefits right away but if we want to see better and more dynamic worlds in the future raytracing is absolutely a big big deal.
In the future it WILL be a big timesaver, when we go from some individual RT features that replace SSR/AO/GI to the full Pathtracing deal.So many people throw away RT as useless when they grossly underestimate the amount of time devs can save by implementing it. I can't wait until it becomes the new standard.
Ray Tracing is possible even at 60FPS on these new machines. GT7 is confirmed to be 60FPS, RT and 4K. The latter could mean 1440p or native 4K for all we know. But the point still stands there will be 60FPS games using RT on Series X and PS5.Is ray tracing really not going to be possible on the next generation, with games targeting 30fps? Is it because of the AMD architecture?
I think PS6 and Xbox Next will be the consoles where we might see development cost decreasing slightly due to full pathtracing and some (matured) ML techniques.In the future it WILL be a big timesaver, when we go from some individual RT features that replace SSR/AO/GI to the full Pathtracing deal.
Technically impressive sure, but otherwise boring.
That is basically what's happening with lighting in games. The vast majority of lighting is faked to emulate what RT gives you in real time without all the extra effort, effort that can be put into making other aspects of the game better and more visually appealing.
We won't see the benefits right away but if we want to see better and more dynamic worlds in the future raytracing is absolutely a big big deal.