That's a ridiculous thing to say.
It looks like fortnite to me, not much better. It is nowhere near anything Metro is doing, or any other modern AA game.
That's a ridiculous thing to say.
We know, but... recently i tried to talk with some 'gamers' about why they are so mad about Metro moved to Steam. You know, the 'toxic' sort of gamers. Any kind of argumentation is totally pointless.Tech demos and actual games are different things. Obviously the first will look better than the second.
Yeah, looks much better than dev video / screenshots and other games i've seen before.DF Analysis, some of the comparisons in their video are simply astonishing:
Metro is totally trying, it just has the disadvantage of having a day night cycle. Baking your lighting will make areas in complete shadow way better looking at the cost of dynamism.Of those, some of the non-RTX examples are just really bad. For example, compare the blown-out desert interior to Uncharted 4 (sorry my examples are all PS4 but that's the platform I know. I've requested people present PC games to compare...)
The complete lack of any secondary lighting effects just shows Metro isn't even trying in that scene, and it's not like RTX is a necessary enabler to make it look good. RTX may make it better, but it shouldn't be that much better without a jolly good explanation.
^^ don't those games use baked lighting? The point in metro beyond the fidelity is that it has the requirements of needing a day night cycle.
Metro is totally trying, it just has the disadvantage of having a day night cycle. Baking your lighting will make areas in complete shadow way better looking at the cost of dynamism.
I'm aware this examples aren't comparable for a whole host of reasons. However, Metro being an open world game with TOD doesn't mean graphics have to look that bad when RTX is off. There are plenty of other examples out there but it'll require those who play more games than me to find them.^^ don't those games use baked lighting? The point in metro beyond the fidelity is that it has the requirements of needing a day night cycle.
I'm not saying these games are raytracing's equal. I'm just showing that the ON/OFF examples posted for Metro are very misleading regards what games without raytracing can achieve. We had this also with the promo materials for raytracing when first announced. The 'no tracing' examples were really weak versus the best possible.With regards to kingdom come - I love the SVOGI in that game, but it has its own limitations too of course regarding scalability, how interiors and how dynamic objects are handled. For example, the portuculous to that door right there is actually not lit iand casting shadows ndirectly with the svogi, but a common trick of putting a shadow casting directional light there. They ended up not using the SOVGI portal system added in later CE V versions, probably because the manual artist set up time is a pain.
That's because the public conversation is always led by marketeers and journalists instead of engineers.We can always rely on a new gaming technology to bring along with it, new misuses of language.
Yes you can, with a well placed grenade.unless those scenes are 100% dynamic. Can you move those barrels around, for example?
Tha's true. For the purposes of this thread, what are the framerate impacts of RTX?This is a performance thread, so isn't on/off within the same title the perfect case? You know exactly what it does and what the cost is.
Tha's true. For the purposes of this thread, what are the framerate impacts of RTX?
I just wish I could expect better of Digital Foundry of all places, but even they can often be technically ill informed.That's because the public conversation is always led by marketeers and journalists instead of engineers.
Metro is totally trying, it just has the disadvantage of having a day night cycle. Baking your lighting will make areas in complete shadow way better looking at the cost of dynamism.
^^ don't those games use baked lighting? The point in metro beyond the fidelity is that it has the requirements of needing a day night cycle.
We are in hybrid territory.
Then link to these games. It's the best of non-raytraced games that should be compared against, which of course will be on PC.They certainly do, PS4 games have long been surpassed technically.
The only comparisons that should be made here are between games and Metro/other raytraced games. People should also qualify what they mean by 'better'. Considering the completely different materials, I don't know how anyone could classify one as better outright. Both are presented here to compare against Metro's non-raytraced lighting solution.Regarding those shots, SWBF shot looks much better then those UC4 shots.
So those games require extra systems, costly precomputation, artist input and don't even take into account dynamic objects like characters.
On the other hand:
It's the best of non-raytraced games that should be compared against
Considering the completely different materials, I don't know how anyone could classify one as better outright. Both are presented here to compare against Metro's non-raytraced lighting solution.