If it is well done it theoretically runs even faster than without raytracing. Finally one does not have to use the cuda cores for Screen Space Reflections etc. anymore. Screen Space Reflections can cost up to 30 % alone.
I think your math needs checking.
Even assuming SSR can cost 30% - obviously it depends on a lot of factors and I’d be extremely surprised if such a relatively small part of the pipeline took so much render time in controlled situations, especially on consoles - then you would only “run faster” with RT enabled if and only if RT cost less than 30%.
Right now the evidence points to RT sucking a whole lot more than 30%, constantly, under all conditions, in very limited, unplayable demos, even on top of the line cards that cost as much as three consoles at today’s prices.
Sure it’s early days, and optimisations will help, but the evidence today is that you go from 4k60+ without RT to 1080p and very questionable frame rates (and results I might add, more on this below) with RT enabled. That’s a whole lot more than 30%.
RT is a whole host of things (reflections, shadows, GI) and each demo I’ve seen so far has focused on one of them at a time, so it’s a bit of a lottery just trying to figure how it all affects performance.
Battlefield V has cool reflections, but still not perfect (they were still a bit broken even with so-called “perfect RT reflections”). And the standard version looked pretty close anyway at the speed you normally play the game at.
Tomb Raider had nice soft shadows, but again, it took me a few double takes to see a difference.
Metro’s RT GI solution? Sorry but the game looks basically the same as what I’ve played before over the last few years. Sure when you open *that window*, light comes in realistically, and the room is illuminated like it should. But the Rasterised version looked pretty similar, so much so that I only really noticed the difference After the guy mentioned it, switched between each version a few times and I looked at it in slow motion. Otherwise, meh, like Tomb Raider.
So yeah. So far I literally don’t see the point of the humongous performance hit.
We have gotten so good at ‘faking’ great graphics that it’s gonna be a tough sell for a while. Diminishing returns rearing its head again.
Then again, now that I think of it, while I played through Spider-Man on PS4 all I could see were those typically broken but otherwise perfectly fine SSR+Cubemaps on the buildings and kept thinking “damn, some RT there would be just perfect”. Heck I’d buy a new platform just to replay that game all over again with fully Ray Traced reflections on those shiny NYC buildings. But I’m completely insane.
Perhaps I’m being a Debby downer for nothing.
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