| ironmanDX said: RT has seen some solid implementations so far on console. Spiderman and WatchDogs come to mind. |
I'll be honest, one of the best implementations I've seen is actually Wolfenstein: Youngblood. I mean, even the reflective bits on crates were fully ray-traced and I saw a distorted "me" in realtime. I showed that in my actual review of that game, too. That's one of the best examples of ray tracing, and that's why I used the weapon scope as an example because even the weapon scope is real time ray traced for things behind you, and I could literally SEE enemies behind me in the scope! You should check it out!
| shikamaru317 said: I’m pretty impressed by many games that have used it so far. When done right it improves visuals quite a lot. I have also seen a few bad implementations though where the visual improvements were minor or sometimes even looked worse than screen space reflections in some scenes, making the big framerate hit from RT not worth it. |
Hynad said:
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. |
I can't tell if y'all watched the vid and are just regurgitating the points for people in this thread who didn't, orrrrr if you just so happen to be saying things I said as well, hahaha!
zero129 said:
Thats sarcasm right?. EDIT: Watched the video very good, keep up the good work mate. |
I'm about 99% sure he's being sarcastic, lol... And thanks! Hope you become a sub one day! ![]()








