davis.anthony
Veteran
I've always loved the lighting in Teardown.
RTRT is a hack and will be for a long long time, requiring temporal caching, denoising etc. to run well.What exactly is state of the art lighting these days? Is RTRT having much impact, and if so, how is it being used? Or have the hacks just been refined?
You could say it looks "ordinary", but hey, that's realism for you.
I think that’s voxel GI. No rtx required. I’m not sure what else it could be, it’s a pure voxel engine as well IIRC. @Dictator did a segment on it and I think we are looking at a custom pure Voxel engineThe whole thing's voxels, so I assume voxelised lighting. Looks very Minecraft. Is that using the RTX hardware? Or otherwise? IIRC it has the same accumulated light lag I expect it's using similar techniques. I think all the realistic models at the moment are using the same general solution.
That's the truth. I remember seeing a GT PS5 screenshot and thinking "that looks kinda rubbish." Found a photo of the race course and...um...real life looks kinda rubbish! I guess that's why movies employ artistic camera-folk and lighting peeps!You could say it looks "ordinary", but hey, that's realism for you.
That's the truth. I remember seeing a GT PAS5 screenshot and thinking "that looks kinda rubbish." Found a photo of the race course and...um...real life looks kinda rubbish! I guess that's why movies employ artistic camera-folk and lighting peeps!
I find it's the opposite. On an overcast day you have the soft shadowing that brings out the details. It's in bright light where the world starts to look like a high-def PS2 game with really strong shadows and bounce light washed out by the high contrast.I started paying attention to this a few years ago. Especially on an overcast day real life is decidedly flat and uninspired. RT doesn’t eliminate the need for art direction in games.
For example, by limiting specific RT lights to a limited distance from the camera and limiting it to a small spherical area (better yet a half or quarter spherical area) at that distance so that, for example, it only provides light and shadows to a character's face and nothing else in the world.
Real life IS rubbish!That's the truth. I remember seeing a GT PS5 screenshot and thinking "that looks kinda rubbish." Found a photo of the race course and...um...real life looks kinda rubbish! I guess that's why movies employ artistic camera-folk and lighting peeps!
Metro Exodus looks 'ordinary' because apart from the very impressive RT, everything else looks very MEH. Textures MEH, character models MEH, hair and cloth MEH.RTRT is a hack and will be for a long long time, requiring temporal caching, denoising etc. to run well.
It can look really nice, e.g. all of the lighting in Metro Exodus:Enhanced Edition is ray traced:
You could say it looks "ordinary", but hey, that's realism for you.
It's an older title =P but it still passes imo. There are moments of awe if you're looking for it, they weren't designing the game in particular to awe you with it's lighting engine.Metro Exodus looks 'ordinary' because apart from the very impressive RT, everything else looks very MEH. Textures MEH, character models MEH, hair and cloth MEH.
Agreed, but it's not that old, it's from 2019!It's an older title =P but it still passes imo. There are moments of awe if you're looking for it, they weren't designing the game in particular to awe you with it's lighting engine.
I think as they move to RTGI as a norm, then they will be looking at creating awe-spiring moments with RTGI. At least, that's what I would be doing.
=PAgreed, but it's not that old, it's from 2019!
Yep, I've been wondering when we're going to start getting smaller indies, which usually come with simpler graphics, with crazy RT implementations.=P
It will soon be Feb 2022 =p nearly 3 years ago
The RTGI in the forest is really nice =P
I guess I just want to showcase how with RT lighting, a smaller studio can get away with some pretty crazy stuff, that typically I don't think in the past they would have the budget to be able to pull off.
This one probably abuses RT a bit more for the sake of it (light sources are extremely bright) , but a first party studio should be able to create some stunning games (in particular the ones that Sony specializes in) imo.
agreed.Yep, I've been wondering when we're going to start getting smaller indies, which usually come with simpler graphics, with crazy RT implementations.
Yep, I've been wondering when we're going to start getting smaller indies, which usually come with simpler graphics, with crazy RT implementations.
I wonder,
Does unity, unreal, etc nowadays allows easy to use RT in the level editor?
Unity has realtime lighting of a sort that can look good. RTRT is in Preview so not production ready and you take a gamble if you use it on it potentially not becoming production ready. Still, there's work there.I wonder,
Does unity, unreal, etc nowadays allows easy to use RT in the level editor?