I agree that it would likely look much better if they reworked the materials alongside with adding RT. They definitely could use RTX Remix to quickly implement changes to materials and lighting.UE4 RT reflections just don't look right in most games. This, Hogwarts, Returnal. Feels very obvious the materials were designed for non RT, and then turning it on just turns them to mirrors.
RT Remix doesn't work with modern API's like DX12 but as these are new games why not just patch the games?I agree that it would likely look much better if they reworked the materials alongside with adding RT. They definitely could use RTX Remix to quickly implement changes to materials and lighting.
DXVK uses an entirely different internal codepath to handle D3D9 as opposed to D3D10/11. The original translation layer used to be D9VK before being upstreamed to DXVK and the author also works at Valve and is a Khronos Group member as well. RTX Remix can't be used on D3D10+ since the fixed function pipeline is deprecated ...Well.. DXVK as a part of Remix Runtime can also translate D3D11 to Vulkan, but I'm not sure about the rest of dependencies in the Remix Runtime
I really would be surprised if they do not use rasterized view as a primary ray.Nvidia’s marketing is a little confusing. “Complete path tracing” to me means no raster whatsoever. I’m pretty sure RTXDI uses a rasterized gbuffer though.
I expect 4K60FPS with DLSS ultra performance and FG on RTX 4090.NVIDIA has announced that the upcoming overdrive RT mode in Cyberpunk 2077 is a complete path tracing of the game.
NVIDIA and CDPR to present "RTX Path Tracing" in Cyberpunk 2077 at GDC - VideoCardz.com
Cyberpunk 2077 getting a path tracing showcase, ready to make your GPUs sweat At GDC, NVIDIA and CD Projekt are to present an emerging technology that will take graphics to a next level. In 2018, NVIDIA took the market by surprise by introducing first GPUs capable of accelerating real-time ray...videocardz.com