RTXDI exhibits image blurring.
https://forums.developer.nvidia.com/t/unreal-rtxdi-nrd-texture-blurring/291428
With both now available in UE5 it's only a matter of time when someone will do a direct comparison.
Tracing rays explicitly towards emissive surfaces is usually referred to as next event estimation or direct lighting. I'm not familiar with any game which would handle emisse surfaces in a such manner as it's doubling the GI work and is expensive for real-time.
Importance sampling usually...
It's quite likely that Avatar does use importance sampling. Importance sampling is a fundamental technique for decreasing noise for any GI implementation and is widely used across all real-time GI implemetions, both older ones like in Metro which people call RTGI and newer ones like in Cyberpunk...
For years Unity licensed Enlighten as their dynamic GI solution. This must have been a great deal for Enlighten as Unity decided to remove it that before even they rolled out any replacement.
https://gamefromscratch.com/did-unity-lie-about-enlightens-removal/
GTA6 trailer doesn't feature reflective surfaces with lots of billboards, so technology may seem less impressive, but when you look closely it does have a lot of next-gen lighting and hard to point to anything missing compared to Cyberpunk.
Real-time multi-bounce GI from dynamic objects is a...
Which game on PC looks better than this trailer? Maybe it's only me, but GTA6 looks miles above anything else I've played on PC, especially if you factor in city size, NPC density and all those tiny details like hair simulation. Hard to believe that this can run on a PS5.
Engine change is very disruptive to the entire studio, as now they need to throw out their knowledge, pipelines and gameplay code. No surprise that after a switch quality suffers, as now studio needs to to recreate many things from scratch instead of focusing on the new game itself.
If PT GI would be added or overlayed on top of prebaked GI then it wouldn't be possible for it to make crevices completely black. Here's a good example from your screenshots:
Another clue is that for dynamic objects and outdoors PT GI range is larger and those traditionally have lower...
Take a look at the morgue from your screenshots. Everything is clearly visible on that electrical box on the wall, where PT version adds indirect shadows in your screenshots.
First screenshot without any ray tracing. From this angle that shadow is visible, but barely. Sunlight is clearly...
I see direct lighting and specular occlusion, but not large-scale GI shadows. You need to toggle direct lighting on/off to be sure that it's indirect.
In the same hotel there's a wooden beam which casts a jagged shadow which doesn't change when you toggle PT on/off, as if it's baked in a...
Isn't Alan Wake 2 utilizing baked GI with optional ray tracing for adding small scale GI on top of it? Dynamic objects don't cast indirect shadows and indirect lighting has lightmap-like jaggies.
Yes, it's not Whitted-style ray tracing. In Pixar's Road To Path Tracing they describe such approach as distribution ray tracing. It was their final GI technique before they switched to path tracing:
At the end of the day if we loosen our definitions then bouncing rays to accumulate lighting...
If you read Cyberpunk Overdrive integration tech talk closely it's neither fully ray traced nor an unified lighting pipeline. It's raster based pipeline augmented by ray traced shadows and ray traced indirect. Primary rays and refraction is rasterized. Translucency lighting and volumetric...