HollyGamer said:
Well next gen is not just about RT , also many developer ditch their old engine for new one because they trying to optimize to become fully RT engine. This could only happen if the lighting are fully RT and no SR at all, and will be benefit on next gen console/PC performance when running games with RT. Old RT tech are limited on performance because it was optimize on old engine and old Uarc . So i doubt Halo infinite to have fully RT if it's still using Screen Space reflection and other old lighting method. To be fully RT and run very well on next gen, they need to sacrifice Xbox One port and build based on Xbox series X. |
Many developers don't just "ditch" the old engine, they optimize, repurpose, overhaul current engines... I mean shit, the latest Call of Duty engine still has remnants of the Quake engine from decades ago, same goes for the Creation Engine with remnants of Net Immerse and the latest Unreal Engine still has remnants of the first Unreal Engine. - We don't need to reinvent the wheel.
Ray Tracing will be a "bolt-on" effect for the foreseeable future.
Besides we don't have the hardware for a "full RT engine" - Ray Tracing is something that is progressively rolling out as hardware becomes more capable, we had games using some rudimentary forms of Ray Tracing even in the 7th gen because the hardware had reached a point where it was starting to be viable. (Especially in deferred renderers!) and Cry Engine started using Voxel based Global Illumination 5+ years ago.
And even the Unreal Engine had Voxel cone tracing back in 2012.
https://polycount.com/discussion/100642/voxel-cone-tracing-gi-discussion
https://en.wikipedia.org/wiki/Cone_tracing
So Ray Tracing isn't new, games and the game engines that power them have been using it for years to various degrees, next-gen is just going to be one of the larger and more impressive jumps in this aspect due to the dedicated processing cores to hardware accelerate the ray tracing compute problem.
Also we can implement Ray Tracing without needing Screen-space data, it's just going to be a little more difficult... And will likely require a rethinking of the graphics renderer in games.
In saying that... It's a similar situation Tessellation found itself in, PC games had Tessellation back during even the Playstation 2/6th console generation/Direct X 8.1 era... And games often bolted-on the effect using geometry "patches" to great effect... As a technology it didn't become a standard until Direct X 11 came along, but games still just "bolted it on" in their game engines.
Once the 8th gen happened, many developers took their older engines/games and continued to "bolt on" Tessellation to various degrees of success, but eventually they would start to parse the models to side step it entirely... Although some games today still use Tessellation in the traditional bolt-on sense and with great success... And because you can disable it in AMD's graphics drivers entirely, obtain some performance gains on the PC side.
It is going to be the same for Ray Tracing.
--::{PC Gaming Master Race}::--