hm... audio?
... AA?
hm... audio?
Are there any games that use the stencil method? It seams like it shouldn't have much of a performance penalty or be less flexible compared to render to texture, and but would avoid any artifacts caused by it.If stencil method is used, yes the wireframe should be visible.
Agreed that they most likely did the transparent floor and flipped characters trick.
I'm not sure which games use stencil buffer method for reflections.Are there any games that use the stencil method? It seams like it shouldn't have much of a performance penalty or be less flexible compared to render to texture, and but would avoid any artifacts caused by it.
immediate edit - is this how portals in Portal and Prey are done? Obviously they aren't reflections, but the technique would be essentially the same.
It's amazing how the same exact fact can be definitive proof for both adoption and rejection.This basically sums up why RTX is not a viable option in modern games yet and why next gen consoles should not adopt it either.
And we're only talking about one feature of Raytracing in this video, a full blown real time RT pipeline comprising of shadow, reflection, GI and AO are simply not possible for another decade or two.
People shouldn't separate shadow, GI and AO in a raytraced pipeline. True raytracing from surface to light source includes AO (actually an approximation of GI using a large area light) and shadows. What RT can bring to lighting in general is yet to be tested. It's open to more shortcuts than reflections so may work at good framerates.And we're only talking about one feature of Raytracing in this video, a full blown real time RT pipeline comprising of shadow, reflection, GI and AO are simply not possible for another decade or two.
What I find the most puzzling, is that no one is actually talking about the most obvious thing: it really does not look all that amazing even with RTX enabled! It's still the same old basic BF game, with some reflective surfaces more reflective and less broken (but still broken!), and it still looks basic 'AF'. WHAT IS THE POINT.This basically sums up why RTX is not a viable option in modern games yet and why next gen consoles should not adopt it either.
And we're only talking about one feature of Raytracing in this video, a full blown real time RT pipeline comprising of shadow, reflection, GI and AO are simply not possible for another decade or two.
What I find the most puzzling, is that no one is actually talking about the most obvious thing: it really does not look all that amazing even with RTX enabled! It's still the same old basic BF game, with some reflective surfaces more reflective and less broken (but still broken!), and it still looks basic 'AF'. WHAT IS THE POINT.
But that's my point. Just reflections tank performance. Add shadows and GI, you have no game. It's just not going to work any time soon.That's because everything except the reflections is the same. Once the lighting gets upgraded, it should look notably better and next-gen. Adding reflections is just an easy add.
You then have a whole other question though whether devs are going to bother creating RT lighting solutions given the market size for such a thing, factoring in not only the expense of the cards but potential impact on framerates and if PC players would rather have better lighting or higher framerates. RT in a console would give a much larger market to drive development of alternative lighting engines.
That's why consoles should adopt raytracing. Compute was also a niche thing until consoles started using it.That's because everything except the reflections is the same. Once the lighting gets upgraded, it should look notably better and next-gen. Adding reflections is just an easy add.
You then have a whole other question though whether devs are going to bother creating RT lighting solutions given the market size for such a thing, factoring in not only the expense of the cards but potential impact on framerates and if PC players would rather have better lighting or higher framerates. RT in a console would give a much larger market to drive development of alternative lighting engines.
It's an add-on right now. A game designed with RT in mind would target settings that allow 4K 60fps with ray tracing enabled. "Ultra" is whatever the developers tell gamers it is after all.But that's my point. Just reflections tank performance. Add shadows and GI, you have no game. It's just not going to work any time soon.
What I find the most puzzling, is that no one is actually talking about the most obvious thing: it really does not look all that amazing even with RTX enabled! It's still the same old basic BF game, with some reflective surfaces more reflective and less broken (but still broken!), and it still looks basic 'AF'. WHAT IS THE POINT.
Poassibly, but lost the reflections and have just proper lighting, it should make everything more 'next gen'.But that's my point. Just reflections tank performance. Add shadows and GI, you have no game. It's just not going to work any time soon.
True if what we want is the best thing to drive RT progress. Debatable if what we want is the best console in terms of cost, efficiency, and performance for a 5+ year gaming product.That's why consoles should adopt raytracing. Compute was also a niche thing until consoles started using it.
You state that as fact, but it's speculation. A game designed for raytracing in mind might not be able to hit 4K60 no matter what you do because the minimum possible demands of RT may be too much for the hardware that can be put in a console.There are still plenty of unknowns. The only step forward in our understanding so far is that we see the first gen hardware is not powerful enough to offer everything in these first attempts. We need to see more attempts to see how far this first-gen tech can be stretched.It's an add-on right now. A game designed with RT in mind would target settings that allow 4K 60fps with ray tracing enabled.
I agree with you, but for argument's sake, the reason to think this is a 'line in the sand' is because ray tracing is a very straightforward solution that has existed for decades, and the only solutions to speed it up, which has been a huge priority for the professional industries, is more power and denoising. If there were tricks that could double the throughput of raytracing on a CPU by reusing ray data, it'd already be in use in every raytracer out there. Of course, depending how the code needs to be implemented there could be bottlenecks in this version, and there might be aspects in a hybrid renderer that can share workloads between rasterising and tracing that'll improve overall performance.Why is the first software release of a first hardware release a line in the sand that can't be passed? I'm not expecting Dice to suddenly release an update that gives a 100% performance gain, but in the world of software development for games, the first try is never the best try.
lol trust me when I say it was harder to explain the differences with 4K and HDR when no one had a 4K screen or HDR.I agree with you, but for argument's sake, the reason to think this is a 'line in the sand' is because ray tracing is a very straightforward solution that has existed for decades, and the only solutions to speed it up, which has been a huge priority for the professional industries, is more power and denoising. If there were tricks that could double the throughput of raytracing on a CPU by reusing ray data, it'd already be in use in every raytracer out there. Of course, depending how the code needs to be implemented there could be bottlenecks in this version, and there might be aspects in a hybrid renderer that can share workloads between rasterising and tracing that'll improve overall performance.
I guess another aspect is backlash. We've been hearing about raytracing improving everything, but this first example is only adding reflections and performance absolutely nose-dives. If BFV looked next-gen with the low framerate, it'd be a different story, or if it had reflections at only a mild impact. The initial impression after the beauty of things like the Pica Pica demo hasn't carried over, while of course there's the astronomical price-tag. So, yeah, I can understand a somewhat reactionary "is this it?" response after all the build up giving additional emphasis to this first title.