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HoloDust said:

Well, if I'm not gravely mistaken, this is a bit apples to oranges comparison.

Demos and games on nVidia RTX cards use path tracing, while Crytek are using Sparse Voxel Octree Total Illumination (SVOTI, which is more or less SVOGI...invented by nVidia, no less), which uses voxels to approximate scene geometry and than casts cones onto them.

I don't expect to see much of DXR and RTX type of things next gen, maybe for few crucial things here and there, but I fully expect to see SVOGI - right about the time this gen kicked in, Epic was building SVOGI as a main lighting system for UE4, but due to consoles being underpowered they dropped it at the end, to re-implement it at later date (UE4 currently supports it to my knowledge). Next gen consoles will definitely have enough juice to use it properly.

Lately, Metro was all the rage on RTX cards, but I was secretly hoping for some company to do exactly what Crytek did - show how much close to "real" thing you can get with voxel based approach. Of course, there are things that will not be as good as with true ray-tracing, but I think it's fairly good approximation.

 

Yes it is much better to get good enough for a very small fraction of the cost.

I would expect they to use ray tracing on preparing either pre-baked effects of better quality or for creating cutscene



duduspace11 "Well, since we are estimating costs, Pokemon Red/Blue did cost Nintendo about $50m to make back in 1996"

http://gamrconnect.vgchartz.com/post.php?id=8808363

Mr Puggsly: "Hehe, I said good profit. You said big profit. Frankly, not losing money is what I meant by good. Don't get hung up on semantics"

http://gamrconnect.vgchartz.com/post.php?id=9008994

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