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CGI-Quality said:
chakkra said:

We're gonna have to disagree on that one. I've been following Raytracing comparisons for years and I'm always left with the feeling of "Ehh, I guess it looks a little bit better but it is not worth such a hit on performance."

I mean, when it is implemented on old/low polygon games, like Quake II or Minecraft, then the difference is astronomical, but when it is implemented in games that were already using other techniques to simulate lighting and reflexions, then the performance hit is not really worth it in my opinion.

Like on this game for example:

https://www.youtube.com/watch?v=RNRp9Y33xWE&t=357s

In the time-frame 04:42 they show a comparison of Shadow RT OFF/ON and the game suffers a drop in performance of around 40% while looking almost exactly the same.

You can disagree, but it doesn't change anything. It isn't a waste of resources. You may not see a need for raytracing, but from first hand experience, it isn't. And you can only have seen realtime raytracing for a few years. Raytracing before that was mainly used in 3D art and certainly not a waste there either.

The only issue that realtime raytracing has had is lack of hardware to do it justice (as is always the case with newer technology).

its funny how RT was talked about during the 360/ps3 era and only now its going to get mainstream

Last edited by CGI-Quality - on 13 May 2020

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