The Complete List of PC Ray Traced Titles with Classification

So even on low it’s going to use rtgi? Seems bold.
Will be interesting to see what kind of RTGI.
Perhaps it does something similar to Metro, first bounce traced in simplified world with no shading and probes for rest. (Or just probes all atound.)
 
Will be interesting to see what kind of RTGI.
Perhaps it does something similar to Metro, first bounce traced in simplified world with no shading and probes for rest. (Or just probes all atound.)

Yeah raytraced probes for GI or raytraced shadows are good candidates for “low”. While hardware may not quite be up to the task I applaud them for unshackling themselves from legacy tech. Let’s see how Battlemage does.
 
Forza Motorsport gets RTGI support:
On December 9th, Turn 10’s Forza Motorsport enhances its 500-plus cars and ever-growing number of circuits with Ray-Traced Global Illumination lighting (RTGI). This PC-only upgrade option enhances the game’s existing illumination technology to compute more accurate indirect lighting and occlusion across tracks and cars in real-time, amping up visual fidelity and realism.
 
Forza Motorsport gets RTGI support:
On December 9th, Turn 10’s Forza Motorsport enhances its 500-plus cars and ever-growing number of circuits with Ray-Traced Global Illumination lighting (RTGI). This PC-only upgrade option enhances the game’s existing illumination technology to compute more accurate indirect lighting and occlusion across tracks and cars in real-time, amping up visual fidelity and realism.
FM finally looking like it's reveal trailer.
 
Early preview for the review code of Indiana Jones, global illumination is always hardware ray traced, path tracing will be released on Dec 9th, a 4090 is able to drive the game at native 4K and a 100fps with ray tracing.

 
Early preview for the review code of Indiana Jones, global illumination is always hardware ray traced, path tracing will be released on Dec 9th, a 4090 is able to drive the game at native 4K and a 100fps with ray tracing.

This is idTech right? if it is lean into this engine microsoft ffs.
 
This is idTech right? if it is lean into this engine microsoft ffs.

Games are about production tools and the team's ability to use them. A new 'engine' that's not as accessible as UE seems like a steep learning curve for studios these days, given the complexity of making a modern title.
 
Games are about production tools and the team's ability to use them. A new 'engine' that's not as accessible as UE seems like a steep learning curve for studios these days, given the complexity of making a modern title.
I get where your coming from and I know machine gun games have prior experience with it but having the engineers essentially inhouse should have some benefits similar to multiple sony studios using decima? I'm also going to be incredibly snarky now and say maybe if they don't have the ability/talent to get ontop of a custom inhouse engine this is the reason i'm running into so much ue5 slop like grayzone warefare and nightingale and I would prefer to not have to. I can rattle of more, I think I have more ue5 game refunds now than my total refunded games beforehand.

Probably shouldn't have replied until tomorrow, just lost the plot not long ago trying to get grayzone with the last update to a playable state. Hopefully the above isn't offensive, the rage did seem to get me a refund on a game with 50 hours playtime though (grayzone).
 
I get where your coming from and I know machine gun games have prior experience with it but having the engineers essentially inhouse should have some benefits similar to multiple sony studios using decima?
Microsoft already gets this benefit with Unreal thanks to The Coalition, which understands Unreal just as much as Epic itself and helps other MS studios use Unreal. The only MS first-party UE title with technical issues was Redfall, which began development before Bethesda's acquisition and clearly had a troubled development and plenty of other issues.
 
I get where your coming from and I know machine gun games have prior experience with it but having the engineers essentially inhouse should have some benefits similar to multiple sony studios using decima? I'm also going to be incredibly snarky now and say maybe if they don't have the ability/talent to get ontop of a custom inhouse engine this is the reason i'm running into so much ue5 slop like grayzone warefare and nightingale and I would prefer to not have to. I can rattle of more, I think I have more ue5 game refunds now than my total refunded games beforehand.

Probably shouldn't have replied until tomorrow, just lost the plot not long ago trying to get grayzone with the last update to a playable state. Hopefully the above isn't offensive, the rage did seem to get me a refund on a game with 50 hours playtime though (grayzone).

I don't think it's overly snarky to suggest lack of talent. The best in the world at performant games have some of the best talent, regardless of the engine. You can also add that the generally have time and money too. And good management.

If you're a regular joe studio and the performance is game breaking, that's ultimately a leadership/cultural issue.

eg . I bet if Kojima had gone with UE over Decima, Death Stranding 2 would still be a stand out title.
 
I have also said multiple times that the problem with UE is that a lot of inexperience teams jump on it. But there is also a problem that UE is very complex. It has a lot of systems. It still has a forward renderer, it has baked lighting and mobile support oh and also VR. This is next to things like nanite, lumen and substrate. Because of this it is hard to make modifications in the engine. It's hard to map out what your changes impact and what will break if you make the change. So this is kind of compounding thing where you have inexperience teams working with an engine that might be easy to use but hard to modify. So a lot of teams are kind of funneled into using stock UE without making too much custom stuff. Also, all the different systems they don't use can still add small overhead to the engine which is hard to get rid of for the reasons I gave above.
IdTech has the opposite. Because it's not licensed out that much it's a lot easier to deprecate systems and adopt new tech. It looked like a bold move to not have support for non-RT cards but that means the engine can be made a lot simpler, which makes it also easier to optimize in the end. I actually hope more engines will mandate RT in the future instead of having two rendering paths.
 
Microsoft already gets this benefit with Unreal thanks to The Coalition, which understands Unreal just as much as Epic itself and helps other MS studios use Unreal. The only MS first-party UE title with technical issues was Redfall, which began development before Bethesda's acquisition and clearly had a troubled development and plenty of other issues.
Lets see how avowed comes out, that will be the test of how much support other studios get from the coalition.

I pretty much agree with everyones points above, I still want to see more idTech games and I think it over ue5 for halo would turn out a better result as i'm not sure traversal stutter will ever be solved on pc just look at fortnite, if they can't fix it in their own game/engine good luck to everyone else.

I've just had a really bad run on ue5 lately and honestly it's not really Epics fault. Firstly I need to stop buying early access games or if it do buy them refund straight away when the performance isn't to my liking. Remnant 2 was fine although it doesn't use lumen and their optimization patch was just disabling vsm's and hellblade 2 was fine but it was a very slow moving game in regards to actually moving through the world so maybe that masked traversal stutter.

One thing I didn't give myself time to think about last night is as you's have mentioned talent wins in the end and maybe some of that talent isn't using ue5 so the devs using unreal are probably less expeienced than the ones who opt not too because they have the skills. A good example is Nightingale and Enshrouded (could probably use valheim here aswell) both open world crafting survival games although enshrouded is a proper open world where Nightingale is just large maps you load into. Nightingale uses ue5 and it has issues where enshrouded is a custom voxel engine and runs almost flawlessly with way more world interactivity. This circles back to what you guys said, if the enshrouded guys used ue5 they probably would have had the talent to make their game perform good seeing they have the ability to make their own engine.

If Avowed comes out good technically maybe everything is fine, if it's rough maybe there can be a case made that smaller teams or less experienced teams could get a better end result using idTech or Playground games engine. I will say I think i'm starting to lose patience with ue5 and again that's a me problem I have the information to avoid it or refund it.
 
Comparisons showing the differences between ray tracing and path tracing in Indiana Jones.


More comparisons:
 
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PT mode here shows how limited and low quality the game's RTGI is I'd say. It quite literally is adding loads of bounce lighting into every scene - something which you'd expect RTGI to handle well already.
 
Is there a cvar to display or change the number of PT bounces?

In a few of those comparisons PT looks different but not necessarily better. The shots of small environmental clutter look much better with PT. Those croissants look good enough to eat. Shadows look much better too as expected.
 
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