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zarx said:
JEMC said:
It's true that the images look a lot more real than with any other API, but only when they are not moving.

Where does that grainy look come from? Because if it's a filter they add on purpose, it's stupid.


Each point is where a Ray hits a surface, so to achive real-time framerates they just simulate as many rays they can in the target frametime. when everything is static they can use the previous frame's traces to fill out the image, but when anything including the camera moves they have to do all new traces. They are working on filtering to better blend the points to reduce the grain but basically they are banking on computing power to allow them to brute force through the problem. Hence it being a primarily a Cloud rendering API.

Thanks for the explanation, but that only means that until GPUs are powerful enough, it's useless for games.

And since nowadays most PC games are upscaled ports of console games, we won't see many (or any?) games using it until at least the next gen of consoles.



Please excuse my bad English.

Former gaming PC: i5-4670k@stock (for now), 16Gb RAM 1600 MHz and a GTX 1070

Current gaming PC: R5-7600, 32GB RAM 6000MT/s (CL30) and a RX 9060XT 16GB

Steam / Live / NNID : jonxiquet    Add me if you want, but I'm a single player gamer.