GART: Games and Applications using RayTracing

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New with RTGI:
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Old:
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New with RTGI:
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New with RTGI:
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Why work so much on an enhanced edition with RTGI and RTAO, then only enhance SSR? If you're going to have an Ultra++++PCMR setting, why not add in RT reflections as well?
 
Why work so much on an enhanced edition with RTGI and RTAO, then only enhance SSR? If you're going to have an Ultra++++PCMR setting, why not add in RT reflections as well?
Tbh from the screenshots it looks like there may be more done with RT on PC - shadows and reflections are kinda RT looking in whatever was released from the game. Could be just carefully selected scenes of course.
 
Why work so much on an enhanced edition with RTGI and RTAO, then only enhance SSR? If you're going to have an Ultra++++PCMR setting, why not add in RT reflections as well?
The original release had the hairworks library. I would think one would have to use a more accurate acceleration structure if they wanted crisp mirror reflections that are grounded than they normally would for RTGI or RTAO ...
 
The original release had the hairworks library. I would think one would have to use a more accurate acceleration structure if they wanted crisp mirror reflections that are grounded than they normally would for RTGI or RTAO ...
Well I wasn't really thinking about mirrors, more about water reflections.
 
Well I wasn't really thinking about mirrors, more about water reflections.
Well that applies to any surface/material that's low roughness/high specular which can sometimes include specific bodies of water. RT reflections can be somewhat challenging when there's a dynamic scene of a protagonist engaging with multiple enemies that have detailed hair/fur models ...
 
Why work so much on an enhanced edition with RTGI and RTAO, then only enhance SSR? If you're going to have an Ultra++++PCMR setting, why not add in RT reflections as well?

It's unclear what they're doing for reflections other than a new SSR thing for water, the actual info from the devs comes from the livestream, and they vaguely say stuff about ray traced GI and something about ambient occlusion and SSR for water and then they move on. It wasn't really any technical deep dive. They even mentioned the RT GI working on consoles, I think, but that I can't be sure shows just how unclear everything was.
 
Why work so much on an enhanced edition with RTGI and RTAO, then only enhance SSR? If you're going to have an Ultra++++PCMR setting, why not add in RT reflections as well?
Reflections force you to have RT scene with very similar shading and fx to the rasterized one.
I could be quite bit of additional work to prepare everything so it could look correct.

AO and diffuse GI can be done with very limited shading.
If alpatesting and transparencies are not used, AO is just occlusion test and GI can be sampling average light from polygon. (No textures etc.)
 
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Why work so much on an enhanced edition with RTGI and RTAO, then only enhance SSR? If you're going to have an Ultra++++PCMR setting, why not add in RT reflections as well?
PC Version will have more than "just SSR" - they have really only talked about the console Version so far - which obviously has more Limited Ray tracing.
 
Maybe only SSR for the PC version too?
We integrated the FSR 2 and we have a DLSS .... We have also a very nice new SSR screen space reflection because before it was only for the water but now it's for everything.
 
Yeah, seems like its SSR only. A big bummer, I must admit.

IMO, this should have been a seperate RT only version like Metro Exodus Enhanced Edition.
 
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