I do not think the enhanced re-release uses RTAO in the traditional way.Metro?
That's incorrect, the visual results don't look screen space in any shape or form.So basically all NVIDIA solutions use screen space techniques
Yeah, wasn't really thinking clearly there.That's incorrect, the visual results don't like screen space in any shape or form.
Yeh the nvidia page said it has water caustics for reflections and refraction.Looking good in both pics. The water is more transparent with full RT which is strange. Are they doing refraction too?
Not seeing any difference in shadowing.
Going by nVidia's performance numbers Lovelace looks like 2x as fast as Ampere. Another great example that proper Raytracing implementations can scale much better than rasterizing engines.
I think @troyan may have been trying to compensate for that otherwise they are more than 2x faster.The Lovelace numbers are with frame generation. Nvidia is pulling another fast one with those charts.
How many games with heavily stylized, non-photorealistic graphics have we seen with ray tracing?Neverness to Everness is going to support ray tracing on Unreal Engine 5.
the studio's previous game has RT reflectionsHow many games with heavily stylized, non-photorealistic graphics have we seen with ray tracing?