• The weird hybrid solutions that game devs are coming up with to beat out the old tech without doing full RTX is awesome. And for that reason I like RTX, because its pushing development of ideas that work better for today’s hardware and today’s applications.

  • Raytracing produces realistic visual effects without requiring tricks like ambient occlusion, screen-space reflections, shadow resolution and so on, since those emerge as a result of raytracing anyway and are much more realistic. I’m currently rendering a Donut in Blender where the effects are clearly visible in comparison.

    However, due to the high amount of optimization in visually impressive realtime rendering engines like game engines, I agree with you that I don’t see many benefits comparing ray tracing in games with contemporary alternative techniques.

    Nevertheless I think that’s the future. In the long run, there’s nothing better, i.e. more accurate, than simulating the behavior of light when it comes to visual realism.

    •  Excrubulent   ( @Excrubulent@slrpnk.net ) 
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      7 months ago

      Also, baked lighting has another cost - nothing that is baked can be dynamic, and it has to be done during development, so it takes up dev resources.

      Raytraced stuff happens immediately without tricks. All you need is the geometry and the materials to be accurate, and it should look right, no questions asked.

      Once we get to a point where raytracing can be assumed even for low end systems, the problem where systems can’t run certain games could become a thing of the past. I mean, if manufacturers weren’t constantly bombarding us with planned & perceived obsolescence.

      •  Cyrus Draegur   ( @Draegur@lemm.ee ) 
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        47 months ago

        in the case where you have vehicles with explorable interiors (like the ships in Star Citizen), lighting has to be dynamic because lighting conditions change just as a result of flying around normally. The position of the sun in whichever of the two (current) star systems you’re in relative to your ship, and the atmosphere which may or may not be present outside, the position of cargo and objects/materials that will be receiving light and causing it to diffuse onto surrounding surfaces in a cabin also requires at least some kind of reference or it just feels BAD.

        But the recent citizencon engine presentation showed some AMAZING new short cuts that give just enough visual fidelity without tanking the framerate that it scratches some kind of itch DEEP within the predictive modeling of the human mind… when light acts more like it’s supposed to, it’s fucking magical.

  • After playing Portal RTX and Quake 2 RTX, my opinion is that what we really need are games that fully embrace RTX as their rendering. Lower poly count, use materials more, lean in onto the cool lighting.

    Games like Cyberpunk 2077 use RTX, but it’s just painted over so it is very expensive for what it brings to the table. Sure it’s more accurate and having reflections is neat, but it costs more than some shadow maps and doesn’t beat good artistic design.

      • You know, that’s fair. Most of my experience with RTX in games so far been in first person shooters and they’re kind of lacking in environments like those.

        Mostly stuff like slightly better lighting in Cyberpunk or the flickery caustics in recent Robocop game. Bonus points for the games that implement RTX reflections and shadows but don’t have your character reflect or cast a shadow.

  • Eh, pathtracing is pretty cool, and when used correctly, it can lead to real amazing results, while the artist does not have to care about performance as much. Baked lighting is very nice for static scenes, but it also consumes a lot of storage.

  • I like the way insomniac does it with their games on PS5 : priority on hitting 60fps and then raytracing.

    Honestly I like ray tracing but I like 60fps more. I don’t care about resolution tho, 1080p is good enough for me. 1440p if I really want to push it.

    4K was invented by TV makers to sell 8k TVs

        • I realize everyone has their own preferences but I opt to run my PS5 in 1080p more often than not, and that’s on a 55" 4K panel. To me the smoother experience is completely worth the trade off in density. I hate running things in performance mode and getting 20-30fps. It looks choppy, feels sluggish, and is an inferior gaming experience for just about every type of game in my experience. On desktop I also prefer to force 1440 when playing on the TV. That display can only do 60hz but still feels better to me. The desktop card can put out a much better 4K experience, but I still feel like it’s not worth the fps drop. I’ll take stable 60fps vs a wobbly 40-50 all day.

          • What ps5 games are you playing that get 20-30 fps in performance mode? All the ones I own, which is almost every major ps5 title, has performance modes that either do 60fps dynamic resolution, 1440p60 wrapped in 4k, or 40fps at 4k120, or dynamic 4k60. Some get 45+ on average with unlocked framerate and dynamic refresh rate.

            What desktop card do you have? Must be a pretty pricey one to outperform the ps5 at 4k. My 2070 is smoked by the ps5. I’m going to upgrade to the 5070 when it comes out.

            Does the ps5 still not support native 1440p? Is that why you pick 1080p?

            • Most games don’t give the option of resolution, it’s just “performance” or “quality” in the game menus. So I set the system to 1080p in the settings primarily because the PS5 thinks my display won’t support 1440, which holds water because I have to force it on my desktop. I don’t have the option to force on my PS5 I don’t think. Do I?

              And yeah, I get awful jittering on just about every quality mode but I don’t think I’ve tried it since setting it to 1080. I probably should! The ones I know for sure were horizon FW getting CRAZY slow on quality, that was def 4K because it was one of the first games I got. Ghost of tsushima was a little better but iffy in entire sections of the game. Returnal was probably the best, and the only one I can remember not forcing to run in performance mode. Lords of the Fallen is most recent and it is BAD in quality mode. It’s rough even in performance mode in big sections, but makes sense because it’s one of the first UE5 games available.

              My GPU is a Gigabyte 3070 of some kind. For all the hate it got for having low RAM (justified) it still smokes most games I run but again - I do 1440 almost exclusively, and disabled ray tracing for the lost part. It’s a giant leap up from my 1070 which honestly was fine, but could only do 1080p 50-60fps for most games when I finally upgraded, and def struggled with some of the newer games.

              • Ahh you said performance mode was getting 20-30, I think that may have been a typo?

                Horizon gets a pretty solid 30, but it’s much better at 40 for sure in the performance mode. Ghost you should just run in performance mode also, it’s a PS4 game, so it can crank the graphics pretty high and still get a solid 60fps. I don’t think I’ve ever even tried the quality mode in that one. Returnal is 60fps no matter what if I remember, but I could be wrong. Most games run at 60 in performance, which is why I was confused when you said 20-30. Performance mode will also automatically adjust internal resolution while still outputting 4k in most cases, so you still get your interface at native resolution. Demons Souls for example, runs at 1440p60 with 4k interface and it’s so gorgeous.

                • Oh yes that’s my fault, I meant quality mode for anywhere I said that I don’t get 60 fps pretty much. I feel like I get 50-60 in performance mode on horizon but some of the more lish sections are pretty bad. I run basically every game in performance mode because to me the smoother experience in play is worth the dip in graphical fidelity.

      • Yeah I think that’s definitely what we should thrive to achieve, 4K @ 30fps is stupid, frames per second are way more noticeable than pixel density on most gaming setups

      • Just tells you how many tricks have been developed to make rasterization look as good as it does. Fascinating, really. It’s always interesting to see how people work around a limitation.

        The thing with real-time raytracing and pathtracing is that instead of being a workaround, it removes the limitation entirely, which is damn cool.

        Just need faster hardware still, which will take at least another decade with how Nvidia keeps milking the smallest improvements gen after gen.