CGI-Quality said:
chakkra said:
THANK YOU!
I´ve always thought that RT is a monumental waste of resources.
|
It isn't, not when implemented efficiently. One thing this demo lacks is a need for considerable reflective sources (an area that where rayracing truly shines), and if this demo used realtime raytracing, it would look considerably better (ala, Metro: Exodus). Yes, it looks fabulous as is, but with proper implementation, that image would jump tenfold.
|
We're gonna have to disagree on that one. I've been following Raytracing comparisons for years and I'm always left with the feeling of "Ehh, I guess it looks a little bit better but it is not worth such a hit on performance."
I mean, when it is implemented on old/low polygon games, like Quake II or Minecraft, then the difference is astronomical, but when it is implemented in games that were already using other techniques to simulate lighting and reflexions, then the performance hit is not really worth it in my opinion.
Like on this game for example:
https://www.youtube.com/watch?v=RNRp9Y33xWE&t=357s
In the time-frame 04:42 they show a comparison of Shadow RT OFF/ON and the game suffers a drop in performance of around 40% while looking almost exactly the same.