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ironmanDX said:

RT has seen some solid implementations so far on console. Spiderman and WatchDogs come to mind.

I can't wait to see what future games have to offer and how it's used.

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.

But RT goes far beyond just improving shadows, reflections, and lighting, there are other uses for RT that are far more innovative, including ray traced audio that realistically bounces off walls, ray traced enemy AI sight lines, and more. It’s definitely not just an industry buzzword like one user above stated, it is a major feature that will see wider and wider scale usage in the years and decades to come.

Hynad said:
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. 

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:
Ka-pi96 said:

Agreed. Just like 60fps and 1080p. There's basically no difference unless you spend hours upon hours analysing every detail. I'd rather just play the games.

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!



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