No-one is wrong, but I think people fail to understand that not everyone perceives games the same way and thus everyone has a different opinion on just about everything.
Regards,
SB
@Nesh this is an example of Raytracing changing the game, a simple one -not the best RT game ever-, affecting consoles too. Video starts at the 1:15 mark, also of note what happens at the 1:22 mark.
It of course looks substantially better than the original, no question - huge impact in that regard.this is an example of a game changer, Raytracing -path traced- on Quake 2 RTX. It looks like a totally different game, I couldn't believe my eyes
now an example of exaggerated Screen Space Reflections, where people goes "ooooh this is what Raytracing does to videogames". Meh. I am not inventing this, that's what some colleagues of mine said when they saw the scene. Irony is that CoD Modern Warfare 2 doesn't have RT, and that's how much damage SSR does to videogames because when many gamers see exaggerated reflections they go "Raytracing!". Sigh.
this is an example of a game changer, Raytracing -path traced- on Quake 2 RTX. It looks like a totally different game, I couldn't believe my eyes. The light lits the scene how it should in real life. Very taxing, 4K 60fps with path tracing is not doable on my GPU, but stable 60fps is achievable with upscaling. The game is a raytracing showcase, it's crazy how simple lighting details we miss in videogames until you play this game.
Raytracing reflections work on every surface. In Wolfenstein you have metal door knobs and the character gets reflected. There is no limitations with raytracing in regards of reflections.The main issue I see with regards to the reflections is that they look very artificial. Real glass panes are warped and dirty, so the reflections are quite uneven, but from screenshots and videos, the reflections seems to be very idealized in the implementation. Hence feeling a bit like the lens flares or vaseline glow of yore.
I am sure it will get better in time, but like all those newfangled concept it will take years before a balanced implementation is realised.
Raytracing reflections work on every surface. In Wolfenstein you have metal door knobs and the character gets reflected. There is no limitations with raytracing in regards of reflections.
One of the best examples is "Deliver us the Moon". A three year old game and Raytracing is transforming the whole experience. Always seeing the character in windows gives the illusion to actually play a person and not some kind of ghost or vampire. Just two examples from the game:
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Particularly videos. A big source of these arguments is the sub-argument: "sure it's different, but is it better?" This is hard to prove with screenshots and even kinda hard to prove with short videos. Actually playing games with RT on makes the stability, correctness, and completeness of the effects very obvious. I don't think "is rt noticable" arguments should even be taken seriously, people just need to go out and play some games to get their answer.I think what we need to put an end to these "RT is barely noticeable" arguments is just a dedicated thread with nothing but comparison screenshots and videos of quality RT implementations (on vs off) where the difference is obvious - we have (or had?) one for performance so why not one for visual impact?
It’s almost always noticeable it just usually doesn’t result in a big improvement to the visual experience for most of us.
it doesn't have to be necessarily, but how they design lighting will need to change significantly more than just dropping lighting wherever they want.I think one issue with RT is that developers are creating scenes with natural lighting. When I say "natural" I mean how lighting looks in reality. Like I said before there is a reason why films do not make a lot of use of natural lighting in scenes. Because natural lighting tends to be mundane while cinematic lighting can enhance, add depth and create mood. Staging lights in scenes is going to have to be more than setting at night or in the rain.
I think this is partly true but partly a misdiagnosis -- rt lighting needs to be staged differently, yes, and is rarely perfectly staged, but that's because the games also support non-rt modes and the content has to work for both. As more RT only games come out this will become a non issue.I think one issue with RT is that developers are creating scenes with natural lighting. When I say "natural" I mean how lighting looks in reality. Like I said before there is a reason why films do not make a lot of use of natural lighting in scenes. Because natural lighting tends to be mundane while cinematic lighting can enhance, add depth and create mood. Staging lights in scenes is going to have to be more than setting at night or in the rain.
I think this is partly true but partly a misdiagnosis -- rt lighting needs to be staged differently, yes, and is rarely perfectly staged, but that's because the games also support non-rt modes and the content has to work for both. As more RT only games come out this will become a non issue.
here you can see how Screen Space Reflections are more exaggerated and pronounced than actual RT reflections.It's not the best RT ever sure so that's fair, but it definitely is one of the worst screen space reflection implementations. RT is working wonders here in large part simply because it gets that shit off the screen. When it first came out most people assumed there was something inherently broken about the implementation.
You would of course not have that usual problem of reflections disappearing when not in screen space with RT, that effects every game with SSR. But the particularly bizarre level of noise and breakup with RE2's SSR is unique to that game.
It of course looks substantially better than the original, no question - huge impact in that regard.
Does it look comparable to modern games because of it? I'd argue...no. It looks like what it is - a very, very old game with excellent reflections and lighting.
I just can't classify this as 'game changing' personally. I played these games at 320x200 on launch on my PC at the time, and through updates including a Rendition Verite, Voodoo, AMD, Nvidia, so I definitely get the nostalgia aspect and I can certainly appreciate the massive leap in tech, I have the memory of what they used to look like vs now. When I'm playing them though, it's very clear what's occurring - a new lighting engine, but that's it - everything else about the game reminds me exactly of the era it came from. I have a significantly more heightened sense of wonder when running around modern, purely rasterized open worlds at high resolutions and framerates as opposed to this accurately lit, but very poorly animated, blocky world.