JRPGfan said:
setsunatenshi said:
i'm still not taking these specs for granted, but regardless, ray tracing, if well used, is a lot more noticeable than a bump in pixel count. not only visual ray tracing, but ray traced audio as well. if the hardware is beefy enough it should also lower development times. developers won't have to make the same smoke & mirror tricks to light a scene, but instead placing realistic lighting to see how it affects the entire scenario.
the key here is using the new gen to push ray tracing as the norm, and i would be very disappointed to not take this jump.
fortunately Cerny confirmed there will be hardware ray tracing capabilities, so i'm not too worried.
btw on your comment of "having more ray tracing", i'm not sure that's a thing. it's an on / off switch when implemented (someone correct me if i'm wrong)
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Well there you go your wrong :) Its not a all or nothing thing, its a degree's of something thing. (I know this for a fact)
Same with tessellation, at small amounts its not very demanding, and at higher levels it can be insanely demanding. And the same thing is true with it, lesser and lesser gains in visual quality, from more and more demanding compute.
Ray Tracing works with beams, that bounce, and how many beams and how many times they bounce, effects the sharpness and amount, of reflections you see in the video game.
Xbox One Series X, if its ~3 Tflops more powerfull, will just have slightly better looking reflectings, your character is looking at a mirror/window/water puddle. Because they ll impliment more ray traceing beams, and bounces of them.
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i'm not saying you're wrong in the current implementation of ray tracing (not sure you're entirely right either), but what i'm talking about if having games created with ray tracing in mind. meaning, you have a source of light in a room and the light bounces off surfaces to create a more realistic setting.
right now you have pre baked lighting / shadows when games are made which mean resource time is spent trying to create that visual effect. with ray tracing that development time should not exist and a developer should only have to input light sources (as an example) and let them play out in the scene. in this example there's no "more ray tracing", only more/less level of detail.
again, happy to be corrected on this if i'm wrong