I still dont get the hype of raytracing.
I get the anticipation of it maturing, and the demo of progress of it. But all the hype in the state its in currently. I myself are not really interested in it as it is. When it gets to FULL Ray tracing/path tracing the game scene I will be excited for it.
As it is now, its just a post processing like effect of after scene shadows and lights (not quite right but how it feels to me). It's like the hype about soft shadows in its infancy.
I don't get all the hub bub about it. The few games I play that use it on my 4080 is: Oh...look at the water reflections that puddle you can see the tree reflected in it, and that shadow looks a hair better. Ok? This is the thing everyone is drooling over?
“I’d rather have questions I can’t answer than answers I can’t question.“ Richard Feynman.
The best part about Raytracing is Global illumination, and it's very subtle. So in fast-paced games you mostly don't notice it. But now that I experienced it in a few titles, I like it and I hope it gets implemented more. These are small steps towards better graphical fidelity.
"Enlightenment is man's emergence from his self-imposed nonage. Nonage is the inability to use one's own understanding without another's guidance. This nonage is self-imposed if its cause lies not in lack of understanding but in indecision and lack of courage to use one's own mind without another's guidance. Dare to know! (Sapere aude.) "Have the courage to use your own understanding," is therefore the motto of the enlightenment."
hl2 is 2004... reflecitons of environment and all dynamic objects in every water source there is.
Like... when did we lost this lol. I know it's planar reflections but it can't be that much more expensive than RT.... and at least these reflections are not blurry or grainy
3080 | ps5 pro
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hl2 is 2004... reflecitons of environment and all dynamic objects in every water source there is.
Like... when did we lost this lol. I know it's planar reflections but it can't be that much more expensive than RT.... and at least these reflections are not blurry or grainy
You misunderstand the tech. What is happening in that HL2 screenshot is a second scene being rendered in real time. The reason the industry went to screen-space “reflecitons” is for several reasons:
1. Because rendering a second scene, at the complexity of the first, is was not feasible in 360 era
2. Deferred engines, in general, with multiple passes of screen-space (= “pixel shader”) effects do not easily lend themselves to be rendered multiple times at different view points
3. Derpelopers got lazy
The last high profile game to employ a similar technique was Hitman “II”:
And even IO interactive abandoned it for Hitman “III” because faking it with screen-space garbage is technically so much easier and less time consuming.
Now we have ray- and path-tracing, which is a brute-force approach, but at least looks good, unlike screen-space abominations.
RT reflections alone aren't that demanding. The difference in performance compared to screen-space in, say, Cyberpunk, isn't very big. The quality jump is huge, though.
As far as I understand it, planar only really works well for a large, flat reflecting surface. Having multiple in one scene destroys performance and they can't reflect each other.
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TP/PT reflection quality and performance depend on amount of samples (rays x bounces) as well as the quality of scene that rays sample through (usually not at the fidelity you see on your screen).
There are many techniques to render real-time reflections, only one of which is planar. GTA V, for example, does a version of real-time cubemap reflections, which are pretty accurate, but the big sin there is that they save performance by not rendering dynamic scene objects, such as people and vehicles. By the time RDR2 came out, running on far superior hardware, all reflections are screen-space monstrosities.
Weird to call something brute-forcing when its the logical solution because of how light works in real life
All the other techniques aren't clever evolutions, they are hacks due to hardware constraints.
Doing real time shadows instead of pre-baked shadow maps wasn't brute forcing it either
If course it is. When you have the hardware, you have more leeway to brute-force your way into quality.
But tell me more, do you demand that every game’s engine implement subatomic particle interactions and run at infinite FPS? No? Why? tHaTs hOw ThE uNiVeRsE wORkS iN ReaL LiFe.
Got an ASUS TUF Gaming 3080 10Gb (first version) and it beeps 4 short times after MOBO post beep. I've read it is because legacy bios (which I think I need for dual boot)... should I be concerned? Card works well on Win7 and Win10, no apparent problems.
Yup, using FSR3 mod for CP2077 with Path Tracing (and no DLSS) gives me around 50fps on a 3080 @1080p compared to 15-20fps without. This thing is amazing.
I guess I can juice more of it if I change the i5 9400f. If.
I really do not understand a lot about the stock market, but this seems like a bubble and can in no way be justified with reasons based on reality. Probably should buy some shorts...
“The only way to deal with an unfree world is to become so absolutely free that your very existence is an act of rebellion.”
- Albert Camus
I'm assuming those are for the 5060 & 5050 cards? It's typical for ngreedia to give no improvement to the average consumer. Watch it's gonna be a $700 "budget" gaming card
they won't, but gamers arnt the main customer and havnt been for ages. I still don't think gamers have needed more than a 2xxx series for ages but bet your ass DuRR can't wait to spend $3500 on nextgen to play absolutely nothing that needs it again.
There hasn't been a GPU selling game for a decade (You could say cyberpunk, but that game was ass until recently). Even with 5+ years of patching dlc and polish, is it actually a good game?
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