The Complete List of PC Ray Traced Titles with Classification

The Talos Principle Reawakened launched with ray tracing (lighting and reflections) using UE5 engine.

On a glance they only use RT for GI not reflections (these seem to be just planar as in the original game?) and I'm not sure if that's SWRT or HWRT...
Edit: to correct myself on that - Lumen is used for reflections but only SW as you can definitely see SDF blobs there when not getting SSR.

Edit2: As for RTGI - you be the judge what it means: https://imgsli.com/MzY5NjI5/0/2
There is an interesting CPU load rise when even "partial RTGI" is enabled which could point to HWRT being in use.
GI is also pretty stable when enabled, zero signs of typical Lumen SWRT boiling. But that could be scene specific.
 
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Not bad but performance will likely be worse in real gaming scenarios with animated characters, dynamic objects etc. Hopefully they can optimize further.
 
Not bad but performance will likely be worse in real gaming scenarios with animated characters, dynamic objects etc. Hopefully they can optimize further.

If you watch the GDC session there are a lot of nanite things they don't support yet. There's still changes that would need to be made to support UE5 games in general.
 
F1 2025 is launching with full ray tracing (path tracing) on PC, as an Ultra Max graphics preset.

Expanding on Ray Tracing technology and available as a new “Ultra Max” option in the graphics settings, light now follows every bounced path, including that from indirect lighting and multiple reflections. Shade, light, and colours dynamically shift as they would in real-life, whether you’re racing under the thousands of lights in Bahrain or navigating the castle section on Baku at sunset.

If you have a PC capable of experiencing it, Path Tracing is the most realistic simulation of light on track that we’ve ever delivered.

 
If a game is designed for older non-RT lighting then PT would be wasted on that no matter which genre it's in.
I don't understand what it means for a game to be "designed for non-RT lighting". All modern games are PBR-based - it doesn't matter what the game was originally designed for. With Glossy GI on a full range of materials using PT, any PBR game will automatically benefit from proper specular occlusion and reflections throughout the scene. The same applies to diffuse GI, which does not require content tweaking to look good and right. But of course, removing certain ugly content hacks used to hide non-RT artifacts may help with specific materials, such as mirrors. However, those hacks are rare enough that they generally don’t affect a game’s presentation much. The things that really matter for presentation are the PT settings themselves. For example, if diffuse rays are cast over short distances, they might fail to capture environmental occlusion and end up looking like screen-space fakery. The same applies to all other RT settings - if they're cut back too much, it will compromise the visual quality.
 
I don't understand what it means for a game to be "designed for non-RT lighting". All modern games are PBR-based - it doesn't matter what the game was originally designed for. With Glossy GI on a full range of materials using PT, any PBR game will automatically benefit from proper specular occlusion and reflections throughout the scene. The same applies to diffuse GI, which does not require content tweaking to look good and right. But of course, removing certain ugly content hacks used to hide non-RT artifacts may help with specific materials, such as mirrors. However, those hacks are rare enough that they generally don’t affect a game’s presentation much. The things that really matter for presentation are the PT settings themselves. For example, if diffuse rays are cast over short distances, they might fail to capture environmental occlusion and end up looking like screen-space fakery. The same applies to all other RT settings - if they're cut back too much, it will compromise the visual quality.
If a game isn't using dynamic lighting and/or non-RT lights are faked well then then PT in such game won't do much to the overall lighting quality. Game must take advantage of what can be done with RT specifically for PT to actually provide a sizeable quality gain. The most obvious addition in all games which have PT is more accurate GI, and that's because it is very hard to calculate that w/o RT. For a game where you don't have dynamic time of day though and the tracks can be designed from real world photographs even GI can be baked well enough for PT to not change much in the overall image quality. Or if we take older games like Q2 or Portal they have to be remade to make use of proper lights (which may not be at all similar to the old lights due to the way they used to work) for PT to even work. So as I've said a game must be designed to take advantage of PT. If it's not then just slapping PT on top of old graphics would produce subpar results and this isn't really genre dependent.
 
If a game isn't using dynamic lighting and/or non-RT lights are faked well then then PT in such game won't do much to the overall lighting quality. Game must take advantage of what can be done with RT specifically for PT to actually provide a sizeable quality gain. The most obvious addition in all games which have PT is more accurate GI, and that's because it is very hard to calculate that w/o RT. For a game where you don't have dynamic time of day though and the tracks can be designed from real world photographs even GI can be baked well enough for PT to not change much in the overall image quality. Or if we take older games like Q2 or Portal they have to be remade to make use of proper lights (which may not be at all similar to the old lights due to the way they used to work) for PT to even work. So as I've said a game must be designed to take advantage of PT. If it's not then just slapping PT on top of old graphics would produce subpar results and this isn't really genre dependent.
I can’t remember any game that uses baked GI where the artifacts aren’t obvious - whether it’s the lack of specular occlusion (it’s view‑dependent and can’t be baked) or issues like light leaking, GI shadows acne, uniformly lit characters, etc. High res lightmaps for static environments can come closest to PT, but only for diffuse GI (without specular) and static geometry. I can think of only two relatively recent titles that still rely on them - The Last of Us games. Most open world games simply can’t afford lightmaps because of the VRAM/destruction/dynamic lighting and other requirements. So overall, there are maybe only a handful of games where PT wouldn’t be all that beneficial, but even in these games you can't make a realistic PBR environment or characters without proper specular reflections and occlusion.
 
If it's not then just slapping PT on top of old graphics would produce subpar results and this isn't really genre dependent.
You don’t actually need any new assets to benefit from proper, physically correct shadow penumbra, from eliminating all kinds of shadowmaps and GI artifacts, from using scalable per pixel shadows and global illumination - even for the smallest objects, from specular GI and occlusion, from proper reflections, and so on. All of that alone is already enough to make a huge difference. Of course, with a few content tweaks, you can make it pop more - but it's not a requirement.
 
The Zorah demo running on a 5090 with all the new tech such as Mega Geometry and Neural Rendering, heavy scenes run at 30fps at native 4K DLAA, while lighter scenes run at 50fps. With DLSS Performance it runs very comfortably at 100fps or more.


Looks like that demo was running on the main branch of Unreal Engine 5.

Here is a video from the same channel comparing that with the NvRTX branch (and more NVIDIA specific features.) Much worse performance.

 
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