By using this site, you agree to our Privacy Policy and our Terms of Use. Close
Pemalite said:

At the moment developers are using " Dedicated Hardware" Ray Tracing to "Bolt on" effects to current games (I.E. Shadows and Reflections) rather than using it to hardware accelerate operations... Once developers start using it to hardware accelerate say... Global illumination for example we can then spend more shader processing to bolster visual fidelity elsewhere.

At the moment, the few games that tend to use Ray Tracing don't necessarily look significantly/generational better, but rather simply look different... Until you start nit-picking finer details like screen-space reflections and its inherent visual artifacts... But let's be honest, in a fast-paced first person shooter, you aren't going to notice the visual flaws in screen spaced reflections vs ray tracing if screen-spaced reflections are of acceptable quality.


Returnal is used exactly in that manner, to accelerate global illumination queries, essentially speeding up a software-based system  and is also used to take the 3D audio to the next level: audio environment queries are accelerated with hardware ray tracing support. 

And please, don’t be dishonest and disingenuous about how and when Ray-Tracing actually became something viable for real-time game visuals and sounds. 

Last edited by Hynad - on 21 May 2021