Right. the problem space simply shifts.
Yeah, but we may be all wrong. I've heard a rumor NV has an AI that can play one hour of Assassins Creed 8, then an hour of AC9, and then it spits out polished AC10 on a shiny disc. hahaha
Right. the problem space simply shifts.
It is, SSR reflections in the game disappear when off screen. Ray traced one don't. It's a matter of testing the objects in the reflection off and on screen and see if they disappear or not.I don't think it's distinguishable so easily.
Wait, are Ubi games not created that way already? They sure feel that way.Yeah, but we may be all wrong. I've heard a rumor NV has an AI that can play one hour of Assassins Creed 8, then an hour of AC9, and then it spits out polished AC10 on a shiny disc. hahaha
It is, SSR reflections in the game disappear when off screen. Ray traced one don't.
It's a matter of testing the objects in the reflection off and on screen and see if they disappear or not.
It is, SSR reflections in the game disappear when off screen. Ray traced one don't. It's a matter of testing the objects in the reflection off and on screen and see if they disappear or not.
Yes, but i guess what Shifty Geezer means is: If SSR does find a valid hit point and no real ray needs to be traced, do they count this SSR ray to the 'one ray for 15% of pixels per screen budget' yes or no? And at this point the patch makes BFV less usable as a performance measurement.
Also, if SSR finds a hit but at long distance, they may decide: The probability we have missed something is high, so still trace an additional real ray, but eventually mix both results by distance to hide hard transitions. It all becomes a bit blurry not knowing such details.
(Not that any of this would matter for visible results)
I believe SSR and RT are not yet complementary, there are no evidence of that in the game. Screen space reflections are permanently screen space, and ray traced ones are permanently ray traced. If they are complementary small foliage wouldn't disappear when off screen. That system is yet to be implemented.If SSR does find a valid hit point and no real ray needs to be traced, do they count this SSR ray to the 'one ray for 15% of pixels per screen budget' yes or no?
I believe SSR and RT are not yet complementary, there are no evidence of that in the game. Screen space reflections are permanently screen space, and ray traced ones are permanently ray traced. If they are complementary small foliage wouldn't disappear when off screen. That system is yet to be implemented.
If anyone has any theory to be tested, then I am open for suggestions, I have the game running on a 2080.
I don't think they did honestly, and like I said there are no visual evidence from the game supporting this theory.I think they already did it, and the purpose was to increase performance with SSR.
They did that before the patch, small grass and leaves were not reflected at all. After the patch they added reflected grass and leaves through SSR.Likely they have also removed some foliage from ray tracing to avoid costly any hit shaders, so you see them only with SSR (including the off screen fade out.) B
Could you grab some window and polished floor reflections in ultra and low RTX quality, with some movement and then remaining stationary for the temporal reconstruction to catch up? I've seen some screenshots with pretty noisy reflections on a vehicle (tram?) and it was like there's no denoising, while some other screenshots showed clear denoising fuzziness.If anyone has any theory to be tested, then I am open for suggestions, I have the game running on a 2080.
So what do you think is the reason to add SSR, is it only to add vegetation and particles? Makes little sense to add the full SSR cost just for that, when there is a performance problem to solve. (Likely we get each other wrong here somehow.)I don't think they did honestly, and like I said there are no visual evidence from the game supporting this theory.
Nah - stupid, i forgot the 1st person gun is always fake. So you would need another object like a vase with highlights on reflective floor.If you could make similar shots with reflections on the gun itself, you would have better proof because those reflections taken from screenspace would be wrong, (like the plastic ball example). But this kind of error would be hard to notice.
Once more I don't they think they implemented that system at all, otherwise SSR for small foliage/decals wouldn't have any current artifacts, yet it still does. It still disappears when off screen or blocked by an object.They also say in case of failure (stuck behind object, but surely off screen too, probably large distance as well) they start a real ray. From that i assume they only start real rays if SSR fails (which is very likely).
That part is a game design choice, the 1st person model can't be ray traced because it's not a real complete model, it's only hands and legs, so it HAS to be SSR. The 3rd person model is ray traced because it's a complete model.But the screenshots you have posted seems to confirm this too: Looking at the SSR reflected magazine from the 1st person view gun close to the floor, this indicates the wrong SSR reflections has been accepted because the distance to the floor is small so probability of error is low. Then a fade out of SSR reflection as distance increases and the 'correct' 3rd person world pose of the model is shown from real ray tracing. So the area with the SSR reflection does not use or require RT.
Get into an empty multiplayer match.I only can examine that map in multi-player.
Once more I don't they think they implemented that system at all, otherwise SSR for small foliage/decals wouldn't have any current artifacts, yet it still does. It still disappears when off screen or blocked by an object.
That part is a game design choice, the 1st person model can't be ray traced because it's not a real complete model, it's only hands and legs, so it HAS to be SSR. The 3rd person model is ray traced because it's a complete model.
There are two parts here:AFAIK ther was no SSR before the patch with DXR.
That part is a game design choice, the 1st person model can't be ray traced because it's not a real complete model, it's only hands and legs, so it HAS to be SSR. The 3rd person model is ray traced because it's a complete model.
They use SSR only to render certain objects, while the rest of scene is ray traced.
meaning SSR is not the default reflection method and RT is the fail safe.
SSR > RT > cubemap.