That's an argument, especially the shadow example you gave. However, the shadow would change continuously at least, and it would not look less low poly than rocks in actual open world games do. Even real life sun shadows are not so hard to expose the tricks in a distracting manner i hope.Technically, though, this kind of parametric continuous LOD JoeJ describes (and which I used to think was the unavoidable direction we'd eventually go but am still waiting) is only actually proper for primary visibility, but for other day tracing effects, rays often diverge in ways that require more or less detail in different areas that.
Very interesting.Metro test with comparison screenshots and benchmark:
http://www.pcgameshardware.de/Metro...hnik-Test-Raytracing-DLSS-DirectX-12-1275286/
Text quite positive. Interesting:
"Raytracing in Metro Exodus affects the sun and sky. Local light sources are not ray traced due to the stealth gameplay mechanics. This allows the player to have a better idea of when and where they can or cannot be spotted. Toggling ray tracing does not change stealth gameplay."
Further they say some objects like foliage are exlcuded from RT, but there is no explantation about the difference from settings.
DLSS does no wonders for IQ but helps with perf.
Metro test with comparison screenshots and benchmark:
http://www.pcgameshardware.de/Metro...hnik-Test-Raytracing-DLSS-DirectX-12-1275286/
Text quite positive. Interesting:
"Raytracing in Metro Exodus affects the sun and sky. Local light sources are not ray traced due to the stealth gameplay mechanics. This allows the player to have a better idea of when and where they can or cannot be spotted. Toggling ray tracing does not change stealth gameplay."
Further they say some objects like foliage are exlcuded from RT, but there is no explantation about the difference from settings.
DLSS does no wonders for IQ but helps with perf.
According to the article it's DLSS that messes up the brightness.But let's purposely have the light-probes not affect the dynamic meshes (and tweak AO) when RTX is OFF to make it look worst than it should?
RTX On:
RTX OFF:
RTX OFF screenshots look ridiculous https://www.dsogaming.com/first-imp...rformance-impressions-comparison-screenshots/
With homogenous materials it shouldn't be that bad, basically ior math each time ray hits something and tint results according distance within material.)We're a long way from modelling that in games! Internal reflection is affected by volume of the material and IOR and can't be solved by a simple ray direction. You could fake it by using a texture map of refraction direction which is probably the only sane way, and that should be nicely mappable to the existing raytrace shader code, just using a normal map.
Nice shot. There was confusion at PCGH why RTX still makes a difference in scenes although there is no sky.RTX On:
Working as graphics artist i noticed: Blur makes darker, sharpening makes brighter. Affects high frequency stuff only. Never cared for the reason, but could be surely fixed if people keep complaining.According to the article it's DLSS that messes up the brightness.
RTX AO is on all the time and does not need a light source. (AO only subtracts light, while GI only adds it.)So there's no RT indoors...The lighting with RTX OFF doesn't make any sense whatsoever.. What is actual light source anyway?
They are not doing Ray Traced AO AFAIK.RTX AO is on all the time and does not need a light source. (AO only subtracts light, while GI only adds it.)
So it could be traditional lighting with point lights and probes, and RTX only drakens it by occlusion.
Interesting: The small objets on the table cause no occlusion, but they are darker too. I do not understand this yet.
They do. It has been shown in the videos about RTX development as well.They are not doing Ray Traced AO AFAIK.
They did a while back when Digital Foundry had talk with them.They are not doing Ray Traced AO AFAIK.
Is there any direct quote from the developers about that (besides a DF dude saying what he thinks he's seeing in a video...?). Don't have much time to look it up.They did a while back when Digital Foundry had talk with them.
Has something changed?
Thanks..so they are using SSAO when RTX is OFF..which still doesn't explain what the hell is going on with the end result.
Can you rephrase your confudion? I can't follow but could lift my own...Thanks..so they are using SSAO when RTX is OFF..which still doesn't explain what the hell is going on with the end result.
Techpowerup doesn't mention if DLSS was enabled ot not in their DXR benchmarks and clearly it was ON in some cases because their results don't align at all with https://gamegpu.com/action-/-fps-/-tps/metro-exodus-test-gpu-cpu (they have tested all resolution with DLSS on & off when applicable)Metro run fine at 1080p60 with High RTX on a 2060, same for a 2080 at 1440p60 and that's without DLSS
https://www.techpowerup.com/reviews/Performance_Analysis/Metro_Exodus/6.html