Good observation and thank you for emphasizing it again here. Reading this point after watching your video makes it easier to internalize. In the video it was shown on the wooden door which was matt without pathtracing and glossy with pathtracing. Enabling pathtracing makes materials more realistic.Static GI Like Seen in TLOU also tends to make every object completely matte as it only partially solves diffuse lighting and nothing else.
Let alone the fact that moving objects Look completely diff than static ones.
Don't think it would look worse. However, it would appear different in certain areas - it could be darker or lighter. Since the game is already darkly lit in many places, such changes can affect gameplay.Maybe Pathtracing alone would look worse without pre-baked GI
Yep, you can't bake glossy GI as it's view dependent, so it doesn't contribute to lighting in games like TLOU.Static GI Like Seen in TLOU also tends to make every object completely matte as it only partially solves diffuse lighting and nothing else.
I'm sorry, but the path tracing implementation in Alan Wake 2 is one of the worst implementations I've seen of Raytracing, period (yes even worse than those low effort AMD ones, atleast they don't hammer performance). Especially after watching Alex' video.
First, path traced lighting does not make sense in a static title like this where every corridor has pre-baked lighting made by the developers. Thus, the differences are minimal most of the time and the performance hit is abysmal (110 fps to 31 fps or something on a 3080? Oof). Even in side by sides the differences are hard to tell.
My buddy has an RTX 3080 btw and even with DLSS at 1440p and optimized settings, he was not able to hold 60 FPS in the later sections of the game with Raytracing on low.
Reflections do make quite a difference sometimes, however in Alan Wake 2 they are locked behind expensive path tracing, you can only enable transparencies seperated from PT lighting. This basically makes RT unplayable for Turing and Ampere users. Why didn't they include an efficient Raytraced reflection system like the one they had in Control? Makes zero sense to me.
The Ps3/360 had a lot of sub 720p games yet that generation pushed things that the current generation can’t touch. Physics, environmental interactivity, destruction, massive online multiplayer, etc. People were raving about 100 player battle royals meanwhile the ps3 had Mag with 256 players online. Many of the best games with those features come from that era.The PS3/360 era had a lot of games there were sub 720p. You can look up history here and it's what started the pixel counting craze. https://forum.beyond3d.com/threads/list-of-rendering-resolutions.41152/ You were left to the hardware scaler in the device to upscale to desired resolution. PS4 era had checkerboard rendering.
I don’t have high hopes for UE5 at all. For me, unreal engine has gotten worse for gaming not better over time. UE3>UE4>UE5. While the newer engines have more features, they have more problems ranging all performances centric. It’s become more bloated and less performant. It’s an engine with a lot of tech debt.This generation, we have IHV backed upscaling but unfortunately all consoles are limited to FSR variants. Perhaps that'll change with UE5.
You have good and bad devs every generation and this is no different. Not every sub 720p game was pushing the technical limits.
If devs look to these technologies as the first step in their optimization process, they’ve completely lost the plot. As we can see in the more recent releases, many devs have completely lost the plot. Releasing games at ps360 resolutions with very little world interactivity and poor physics is beyond unacceptable. Especially when those compromises are made for some bad checkerboard/low quality rt “effects”.Ultimately the upside today is better. The upscaling tech is constantly being worked on and improved. Compare gen 1 DLSS upscaling to day. It's night n day. With upscaling tech, we're now (on PC) able to play ray/path traced games in realtime. Something that wasn't even a conversation point 5 years ago before Turning. So DLSS/FSR is a resource. How a dev chooses to use it; as a way to push the limits or phone it in, is upto them.
Those flickering shadows are minor differences, not major. Most of the times, the differences are just visible in cherry picked scenes. And they are certainly not worth the heavy performance loss.This is one of the strangest takes I've seen on the game. I'm not sure what side by sides you're comparing but there are definitely huge differences between RT on and RT off which I'm not sure how anyone could fail to notice. For example the terrible flickering shadows that are completely resolved with RT, or the vast reduction in image noise, or as you state below, the much improved reflections which can completely transform the look of materials.
Alex's optimised settings address this. You can get around 60fps with RT Direct lighting on, but PT Indirect lighting off at DLSS Balanced. Dropping that to DLSS performance mode should give a pretty solid 60fps.
Turing and Ampere users can either use the DLSS Ultra Performance mode (which works pretty well in this game) or just stick with 30fps. I know it's frowned upon in PCMR circles to accept anything less than 60fps, but if it's good enough for the millions of console gamers that will be picking this title up then it should be good enough for owners of half decade old Turing GPU's or lower end 3 year old Ampere GPU's. Personally I celebrate the option to ramp settings up beyond the limits of 2 generation old GPU's.
For you the shadows may not make much of a difference but for me the path tracing shadows contribute enormously to image stability. I was already playing The Division with HFTS hybdrid raytracing shadows back then.Those flickering shadows are minor differences, not major. Most of the times, the differences are just visible in cherry picked scenes. And they are certainly not worth the heavy performance loss.
View attachment 9972
This is the difference you'll see most of the time, and personally I don't care about flickering shadows. If the overall visuals are not improved signifcantly in every scene for THAT performance loss, then it's not worth it. There's an entire video by DF where you can see the differences between maxed out PC and console versions are minor.
Just an absolutely horrible visuals to performance ratio that is completely inacceptable. Same as Ultra Performance mode or 30 FPS on a high end Ampere GPU.
And now compare that to the RTGI found in Metro Exodus Enhanced Edition which transforms EVERY scene to a point where everything looks completely different and runs at 1080p 60 FPS on an RTX 2060. This is what I call efficient. (Before you comment, I'm aware Alan Wake 2 is doing a lot more than Metro and is just performance intense in general, I'm speaking about the raytracing solution here with a comparison point of the older game without RT and the Enhanced Edition)
Why do we just accept how Alan Wake 2 performs with Raytracing? They could easily have built in a hybrid Raytracing mode with reflections as well as some hybrid RT shadows and I guarantee you it would look almost the same as the maxed out path tracing version for a fraction of the performance cost.
And yes, my friend was already using optimized settings and aggressive DLSS presets. 60 FPS was not possible near the end of the game with any sort of Raytracing enabled. The forest from the beginning is not the heaviest scene at all and he played through the entire game.
The game was absolutely not made with RT in mind and you can clearly see that. It was made for the consoles and Nvidia later tacked on a path tracing solution, that only runs well enough on Lovelace (and even that struggles a lot).
Normally I'm a huge fan of any sort of Raytracing, but in this game my clear recommendation is to turn everything off. It's clearly not worth it.
I would be careful with such claims. They were one of the first studios to show ray tracing in tech demos and Control already used raytracing heavily. Remedy praised raytracing back then so it's highly likely that they had raytracing in mind.The game was absolutely not made with RT in mind
I would be careful with such claims. They were one of the first studios to show ray tracing in tech demos and Control already used raytracing heavily. Remedy praised raytracing back then so it's highly likely that they had raytracing in mind.
Remedy loves pushing things as much as possible, but the difference between Control and Alan Wake II is primarily in other parts of the rendering pipeline. They cleaned up their horrid image quality issues, moved from forward shading to deferred/mesh shaders, stuff like that. The lighting is otherwise the same as Control's SDF/screenspace reflections/probe grid GI. The RT/Pathtracing was more for fun to see what they could do.
For a future title we'll likely see post processing cleaned up, it costs way too much per pixel for what it does, and maybe then we'll see an overhaul of lighting moving to all realtime as well. Considering Remedy have been at the forefront of lighting for a good while it'll be interesting to see, I'd love to see more than 3 bounces, but the pathtracing here is as much a tech demo as anything.
40ms for poor looking cascaded shadow maps, yikes.A detailed analysis of why Cities Skyline 2 performs so bad, in short it's due to Unity, poorly coded geometry culling schemes, and shadows that are horribly optimized.
The PS3/360 era had a lot of games there were sub 720p. You can look up history here and it's what started the pixel counting craze. https://forum.beyond3d.com/threads/list-of-rendering-resolutions.41152/ You were left to the hardware scaler in the device to upscale to desired resolution. PS4 era had checkerboard rendering.
This generation, we have IHV backed upscaling but unfortunately all consoles are limited to FSR variants. Perhaps that'll change with UE5.
You have good and bad devs every generation and this is no different. Not every sub 720p game was pushing the technical limits.
Ultimately the upside today is better. The upscaling tech is constantly being worked on and improved. Compare gen 1 DLSS upscaling to day. It's night n day. With upscaling tech, we're now (on PC) able to play ray/path traced games in realtime. Something that wasn't even a conversation point 5 years ago before Turning. So DLSS/FSR is a resource. How a dev chooses to use it; as a way to push the limits or phone it in, is upto them.
Blaming 3rd parties for the situation with UE5 is a weird way to defend Epic.It's on the leading hardware vendor to improve the feature to convince other developers that they'll end up with a better overall outcome ...
Lightmap has a resolution limit. Especially on complex geometries like static vegetations which have massive surface areas. On lower end platform titles like Metroid Prime remastered on Switch, you can clearly spot blocky light maps on larger scenes.Given the lights are static why isn’t the baked GI on static geometry “perfect”?
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.You can easily spot the large-scale GI shadows and specular occlusion with PT in many indirectly lit corners of the game.
Here are 3 comparison pairs for example: https://imgsli.com/MjE4NDg2/4/5
You can see it in the first pair of screenshots I posted earlier (location: staircase to the morgue). You will also find out that, in the same location, the sun position for in-game lighting does not match the prebaked lighting precisely.but not large-scale GI shadows.
Also, you're confusing direct and indirect lighting. Direct lighting would be under the direct sun rays, outside of the windows in the screenshots, while the indirect lighting is the light that has bounced off other surfaces outside and then enters the room through the windows. There are no other light sources besides the windows in the spots where I took these screenshots.I see direct lighting and specular occlusion, but not large-scale GI shadows
I checked this in the diner area. It was the GI option that produced shadows for all the items on the walls. Can't say anything about the other scenes, as I checked them with RT turned on/off only, and I am currently playing the Alan part of the game. However, it would be clever to approximate GI by using area lights in place of windows (considering the window in GI essentially functions as the same area light). This would result in similar visuals, yet it would be of higher quality with fewer samples and less noise.You need to toggle direct lighting on/off to be sure that it's indirect.