cockpît view lighting nicely improved with RT ON.
I wonder if the light bounce in cockpit view is real time or a trick, it's also present on standard PS5, it's very noticeable during a sunny time when the pilot wears a red suit.
I wonder if the light bounce in cockpit view is real time or a trick, it's also present on standard PS5, it's very noticeable during a sunny time when the pilot wears a red suit.
Realtime trick. They'd be silly to raytrace an entire driver model. As the reflective surfaces aren't changing in the cockpit (you aren't changing into different coloured overalls halfway through the race, I hope), you can precalc these and just record amount of light entering the windows to provide bounced light.
Looks like they are actually ray-tracing the whole driver model. Their raster method on base ps5 involves really smart use of dynamic cube maps to get real-time reflections across multiple surfaces and materials; it worked pretty well but there were inaccuracies.
You can see the differences in how the driver is reflected in the steering wheel here. With RT it's an accurate direct-facing reflection, in the cube map the driver looks to be reflected at a side angle.
Here RT-on is able to reflect the driver's colors onto the steering wheel better than RT-off in this particular scene.
I think what looks like GI light bounce is actually the result of their RT reflection that's being applied to every material, even very rough ones. So you have rays bouncing around and getting more accurate light being reflected on every part of the interior across various materials (wait isn't this defined as RT GI?). So just to distinguish between RT GI and RT Reflections here since Polyphony hasn't implemented any RT GI diffuse lighting in the game.
Maaaaan... I really wish they release the pc port.... Not gonna buy ps5 pro, but will buy it again on pc. Even better if they also use it to bring ALL psvr2 features to PC.
yeah the BMW Z8 has a big reflective dashboard and chrome where it's pretty apparent.
And i find nice also is in VR, the helmet reflection in the wheel also has a cubemap on that helmet reflection.
Looks like they are actually ray-tracing the whole driver model. Their raster method on base ps5 involves really smart use of dynamic cube maps to get real-time reflections across multiple surfaces and materials; it worked pretty well but there were inaccuracies.
Could still be two separate techniques, one for reflections and one for GI bounce. In Karamazov's video, when the driver hits full sunlight, their reflection is bright red but there's no change in bounced light.
I'd expect to see more red light in the bottom left, even a little to show up in an image comparison even if not discernible, but there's no change.