goopy20 said:
Didn't Unreal 4 already have dynamic global illumination? I remember it was just too expensive for current gen consoles, so they ended up replacing it with a number of graphical effects that were less demanding. We will see, but I got a feeling that path tracing, like we're seeing in Minecraft, is a bridge too far for next gen consoles, at least when we're talking graphically demanding games. I hope I'm wrong, though, and maybe we will see some smaller scale games using it, or games running in 1080p. I mean Series X should be better at handling Ray Tracing than the ps5, but they also had to go with 1080p just to run Minecraft. My guess is that for path tracing we're going to need at least a RTX3*** gpu. However, Dynamic Global Illumination like Lumen looks like a fantastic alternative for next gen consoles, as its far less resource heavy than full blown path tracing. I think, not having to scale assets, will benefit developers of all shapes and sizes. It will be great for Indie developers working with a limited budget, but AAA games should also benefit greatly on the creative side. Just having a massive leap in assets variation alone is going to be a major game changer and should make for much more interesting and immersive world design. To me the SSD enabled tech does sound like it will the biggest break-through next gen when we're talking about consoles. Me thinks we'll see a much bigger leap than going from ps3 to ps4, because of it. But I also think it will be a much bigger limiting factor in cross-gen titles that still have to run on a HDD compared to just having a weaker gpu. Scaling things on the gpu side is one thing, but scaling the entire world design is going to be a different matter entirely. |
I guess we can have some sort of middle ground ray tracing path with on development they doing the mapping with it and using for global ilumination or some pre-baked.
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