They move just fine in the game, and even in all of the other scenes in the video, what you are referring to is a bug.RT shadows are not moving:
RTX off: rocks in front of lara are not casting shadows
They move just fine in the game, and even in all of the other scenes in the video, what you are referring to is a bug.
How is this not an improvement?
Technologically speaking:
What vulnerability of shadow mapping could possibly cause to miss such a large area of shadows?! The shadow receiver and the caster are far from each other enough to avoid peter panning, and the rocks pop enough as to not miss the shadow because of the 2D floating precision problem of a shadow map depth buffer. It is more probably the bug from the other comparison i added as a screenshot.
You can't pick the movements of the bottom shadows near the water because they are extremely soft, and because of youtube compression, focus on the hard shadows in the upper part of the image and see them moving.
Yeah, the developer made so many objects in the game that way, even a flash light focused directly on them fails to cast shadows without RT.One explanation is the devs loaded the ground as not self shadowing. And RT eats all the triangles in a bruteforced way so it detects self shadowing.
My bad here.
Wait, what?Lot of objects failing to cast shadow as in Metro:
You can't pick the movements of the bottom shadows near the water because they are extremely soft, and because of youtube compression, focus on the hard shadows in the upper part of the image and see them moving.
Yeah, the developer made so many objects in the game that way, even a flash light focused directly on them fails to cast shadows without RT.
Wait, what?
Metro does not use ray tracing for its direct shadows, rather shadow maps.
Yes, but Metro uses shadow maps for shadows, Metro doesn't use RT for shadows at all.Even in the non playable demos of Metro there are whole objects without shadows. Staying next to other objects who cast shadows.
I personally wouldn't, if not for the soft shadows effect, then for the increase in the number and density of shadows, and the increase in the number of lights casting shadows.I personally would disable RTX shadows in Tomb Raider
Thanks.Check the link of the source again, with RTX Off you get what you talk about, not with RTX On.
Yes, but Metro uses shadow maps for shadows, Metro doesn't use RT for shadows at all.
I personally wouldn't, if not for the soft shadows effect, then for the increase in the number and density of shadows, and the increase in the number of lights casting shadows.
HFTS and PCSS+ were used before to obtain the contact hardening effect of the shadows, but they came with a massive performance hit and limited visual improvement. In that regard it's my opinion that RT shadows are significantly better than these effects.
RTX Medium in Tomb Raider still uses shadow maps for general shadows but uses raytracing for point lights. Only High and Ultra use RT for all shadows. Excluding LOD distance shadows I guess, since those seem to be shadow maps still for all settings with High having more aggressive LOD.Can we assume with RTX there are no realtime shadow maps used at all?
The softness of a shadow is dependent on the distance between the caster and the receiver. The larger the distance the softer the shadow. Your examples fail to account for this.In real life, in a sunny day, shadows are pretty sharp:
View attachment 2950
View attachment 2951
View attachment 2952
View attachment 2953
Some times, the RT shadows of TR are just way too blurred.
View attachment 2954
Very unrealistic.
The softness of a shadow is dependent on the distance between the caster and the receiver. The larger the distance the softer the shadow. Your examples fail to account for this.