That makes a huge difference to realism.more Shadow Of Tomb Raider RTX comparisons, shots with more shadows are RTX On
https://i.postimg.cc/ZqQPwYM6/Webp-net-gifmaker.gif
That makes a huge difference to realism.more Shadow Of Tomb Raider RTX comparisons, shots with more shadows are RTX On
https://i.postimg.cc/ZqQPwYM6/Webp-net-gifmaker.gif
Very different way it works though from what I have asked so far!Indeed. That's the difference in appearance between old-style games and what we'd expect in a next-gen look. Although not too dissimilar from The Tomorrow Children - that game really was ahead of the curve!
The materials could use tweaking though. The plasticness of the 'grassy' ground is unwarranted.
I'd like to know those things:anyone have any easily digestible questions
more Shadow Of Tomb Raider RTX comparisons, shots with more shadows are RTX On
https://i.postimg.cc/ZqQPwYM6/Webp-net-gifmaker.gif
https://i.postimg.cc/VL6VL4Fz/Webp-net-gifmaker-2.gif
https://i.postimg.cc/NjgxMzX2/Webp-net-gifmaker-1.gif
https://i.postimg.cc/BbD8jf92/Webp-net-gifmaker-2.gif
https://i.postimg.cc/YCt4CPXm/Webp-net-gifmaker-3.gif
https://i.postimg.cc/QC32Wc5t/Webp-net-gifmaker-2.gif
https://i.postimg.cc/j2yJMYLc/Webp-net-gifmaker-5.gif
https://i.postimg.cc/QMxW0z1r/Webp-net-gifmaker-7.gif
https://i.postimg.cc/c1Vw0XyQ/Webp-net-gifmaker-8.gif
Shadow maps are mostly very basic in games. In my opinion Raytracing shadows are the only performant solution which can fix this. Achieving this quality and depth with shadow maps would be much more expensive.
And that's without taking softness into consideration.The problem is that with shadow maps, you basically have to render a depth cubemap (if you want the light to cast shadows in all directions - sunlight doesn't need this) for every single light source. There really just isn't any good way to do this while maintaining both quality and speed, not to mention memory consumption.
Ray tracing has the opposite problem in that for a given pixel, you must cast a ray toward every light source that might cast a shadow there. Though at least for this case, you can do culling and only look for shadows from a small set of nearby or very bright lights.
Shadow maps have no such culling. Yes, you can avoid shadow map lookups for distant lights when shading, but you still have to generate the darn things for every single light that can cast shadows anywhere in the visible scene.
At some level of detail, ray tracing passes shadow maps in terms of performance.
Shadow maps have no such culling.
On the other hand you get these horrible "translucent shadows" which look like they could be from some PS1-era game when there's overlapping: http://images.nvidia.com/geforce-co...traced-translucent-shadows-003-on-vs-off.htmlmore Shadow Of Tomb Raider RTX comparisons, shots with more shadows are RTX On
https://i.postimg.cc/ZqQPwYM6/Webp-net-gifmaker.gif
https://i.postimg.cc/VL6VL4Fz/Webp-net-gifmaker-2.gif
https://i.postimg.cc/NjgxMzX2/Webp-net-gifmaker-1.gif
https://i.postimg.cc/BbD8jf92/Webp-net-gifmaker-2.gif
https://i.postimg.cc/YCt4CPXm/Webp-net-gifmaker-3.gif
https://i.postimg.cc/QC32Wc5t/Webp-net-gifmaker-2.gif
https://i.postimg.cc/j2yJMYLc/Webp-net-gifmaker-5.gif
https://i.postimg.cc/QMxW0z1r/Webp-net-gifmaker-7.gif
https://i.postimg.cc/c1Vw0XyQ/Webp-net-gifmaker-8.gif
I found how good they look is very much so dependent on the actual asset... and partially the time of day setting/distance and type of light hitting the asset. Since the shadows attenuate with umbra/penumbra, they honestly look a bit awkward in moments where there is scarcely a difference between umbra and penumbra. Just hard, overlapping simplistic transparency shadows. Maybe that scene has some strange time of day setting making them hard edged? Other scenes they look quite great:On the other hand you get these horrible "translucent shadows" which look like they could be from some PS1-era game when there's overlapping: http://images.nvidia.com/geforce-co...traced-translucent-shadows-003-on-vs-off.html
The gains vastly outweight the losses. Object composition is significantly more grounded all round. The proper shadowing in this example fixes the 'gamey' look, which is caused by inconsistent lighting breaking expectations.On the other hand you get these horrible "translucent shadows" which look like they could be from some PS1-era game when there's overlapping: http://images.nvidia.com/geforce-co...traced-translucent-shadows-003-on-vs-off.html
Perhaps it would be less of a problem once devs keep those errant cases in mind although... more dev time needed then?On the other hand you get these horrible "translucent shadows" which look like they could be from some PS1-era game when there's overlapping: http://images.nvidia.com/geforce-co...traced-translucent-shadows-003-on-vs-off.html
For a bolt on? After a title shipped? It’s pretty nuts they went as far as they did I suppose. Where games are built ground up with DXR in mind, the discussion is going to be interesting.Perhaps it would be less of a problem once devs keep those errant cases in mind although... more dev time needed then?
Bug Number: “remove offending objects entirely” :V
On a related topic, BioWare and frostbyte, they indicated it took 24 hrs to bake lighting. If they focus on building everything with DXR and bake everything at the end, I think there are some cycles that can be saved. Has to be better than baking, and later changing and baking again. Etc.