CP2077 have an option of doing GI fully with RT at "psycho" detail level, it does produce some nice results. Otherwise it's the same probes approach as everywhere else.
It is also fully dynamic in both approaches since the game has day-night cycle. Not sure why you think that it's not.
Dynamic time of day is not yet 'dynaimc GI' to me. For that, also all dynamic geometry would need to be supported. For a indoor game like Control this would make a big difference e.g. because doors opening and closing. IIRC, QB also was static in that sense, using octree of probes, so the probes could not move with a dynamic object. IDK if they still use a similar system for Control. But playing the non RT version some funny things did happen, e.g. destroying furniture, but it's baked shadows still sticked on the floor.
Who cares? The same people who are saying that the performance hit from RT is too high? It's still there after all.
If gamers can play at 60 fps, on GPU they can afford, with acceptable resolution / IQ, then they have no more point to say RT is too slow. But i can still complain if i think API restrictions prevent efficiency.
Sometimes i also have the impression people complain against RT just to complain, but that's rarely happening on a forum like this.
CoD's usage of RT is borderline invisible in most cases so I definitely wouldn't consider that a good example of RT or something which people would point to as an example of such.
Your idea here seems basically to say that RT in these titles is good because there's not much of it happening. The absolute of that approach is to say that RT is good when it doesn't exist.
Yeah, my own impressions here are surprising to myself, thus i ask.
CoD just looks really good to me because i like baked high res lightmaps. Same for games like TLoU2 or HL Alyx. Beside the static limitation there is not much left to improve visually, so soft shadows are a good choice. Subtle, but it's something i have not seen before in games, and perf. is fine, so i like it.
Exodus in comparison does not have this accuracy of baked lightmaps, but it's fully dynamic. For that i'll accept a noticeable frame drop or resolution decrease, and i like it too.
Control / CP look good and advanced even without RT. I know it's a lot of hacks and tricks and i also can see that. And RT just adds more hacks and tricks, together with dropping fps. It's not really progress towards 'get rid of fakery', which is what i expect to get from RT.
I doubt that you or any of us here is smarter than Nv or AMD engineers who plan for future RT h/w evolution
I think everybody is smart just within some narrow space. So without discussion and contribution from many people it's easy to overlook / underestimate something which might turn up important shortly after. With DXR this has happened in terms of LOD. Getting this right before AMD and Intel join would have been easier than doing so after that.
Your doubts in RT h/w improving are weird as well since it's like as if someone would doubt that GPUs will improve further around TNT/Rage128 times.
It's because of you guys here! My critique on missing LOD support is true without doubt, and i explain in detail again and again, and still it feels like nobody else has any interest on LOD support at all. Thus my optimism i'll ever get it shrinks, because if nobody requests it, no reason to open up the black box.
Well, that performance hit will always be there and I'd actually expect it to become even bigger. Because modern 3D graphics do have a huge performance hit when compared to the likes of Quake and Asteroids 3D - it's just how things work.
No problem with that. There are two related perf problems: 1. Tracing rays. In case of NV this is full HW so not our concern. 2. BVH management. This is a problem, because we have no way to control it. Just turning on RT support has a high cost, even if we manage to get nice stuff from only tracing few rays after that. This is about our data, our scenes. And we need options to precompute and adapt detail dynamically so we gain control over performance and achieve proper scaling. We also have interest for spatial lookups for dozens of other reasons than RT.
Until we get this, any discussion about 'bad RT perf.' is totally pointless. To one half it's like discussing which graphics driver can make better guesses on lottery numbers from a set of input which can't be even reduced to what's actually needed.