The Complete List of PC Ray Traced Titles with Classification

I pretty much agree with everyones points above, I still want to see more idTech games and I think it over ue5 for halo would turn out a better result as i'm not sure traversal stutter will ever be solved on pc just look at fortnite, if they can't fix it in their own game/engine good luck to everyone else.

I've just had a really bad run on ue5 lately and honestly it's not really Epics fault. Firstly I need to stop buying early access games or if it do buy them refund straight away when the performance isn't to my liking. Remnant 2 was fine although it doesn't use lumen and their optimization patch was just disabling vsm's and hellblade 2 was fine but it was a very slow moving game in regards to actually moving through the world so maybe that masked traversal stutter.

One thing I didn't give myself time to think about last night is as you's have mentioned talent wins in the end and maybe some of that talent isn't using ue5 so the devs using unreal are probably less expeienced than the ones who opt not too because they have the skills. A good example is Nightingale and Enshrouded (could probably use valheim here aswell) both open world crafting survival games although enshrouded is a proper open world where Nightingale is just large maps you load into. Nightingale uses ue5 and it has issues where enshrouded is a custom voxel engine and runs almost flawlessly with way more world interactivity. This circles back to what you guys said, if the enshrouded guys used ue5 they probably would have had the talent to make their game perform good seeing they have the ability to make their own engine.
The ultimate takeaway is that making seamless open world games is technically challenging no matter what engine a studio chooses. Dragon's Dogma 2 is a great example of how an engine that had excellent performance on titles with constrained maps struggled with an open-world RPG. You need highly-efficient asset streaming and occlusion culling, mechanisms to imperceptibly spawn and de-spawn entities in the game world, NPC AI that can navigate the open-world, simulation logic that gracefully works alongside those mechanisms, etc. It gets even harder if you want a genuine "living, breathing, world", in which case the simulation still needs to handle the behavior of de-spawned entities.

And that's on top of the fact that your QA team and playtesters now spread thin trying to find bugs and performance issues across every single inch of the open world under a variety of different game states and conditions.
 
And the final result is half the framerate for almost no visual diffrence ... or am i blind?

There's definitely a difference. Basically brightening dark areas. Is it worth it in this case? I'd say from the screens absolutely not. You're driving past things so fast, you're not appreciating that a crash barrier is slightly brighter than it used to be.
 
And the final result is half the framerate for almost no visual diffrence ... or am i blind?
diffuse reflections aren't going to show up much when your scene (ie race tracks) is in direct lighting with little to reflect. this is just the nature of how light works, path tracing wouldn't change this all that much
 
wow, I was only trying gray zone warfare new update last night and it's now running worse than ever for me and is not in the same universe visually as that and I know how PT cp77 runs for me and it's way better than Gray zone even before the new update.
I love how a good environement + Path Tracing + good color calibration give a real
Cyberpunk 2077 with new optional graphics modifications that blur the lines between video game and reality utilizing advanced real time Path Tracing and dynamic color grading.

wow, I was only trying gray zone warfare new update last night and it's now running worse than ever for me and is not in the same universe visually as that and I know how PT cp77 runs for me and it's way better than Gray zone even before the new update.
I love how a good environement + Path Tracing + a good colors calibration give such realistic rendering. But i hate that fact it "need" blur everywhere, fisheye camera effect, grain and chromatic aberration... It's acceptable for very close objects (weapons, optics), this is normal and cool. Or motion blur, wich is acceptable. But they now blur everything in the screen. It loose so much details and sharpness. That's have no sens in a run for better resolution and details. As if DLSS don't natively do it anwyay... XD Soon you will not be able to see an enemy at 50m from you on a 8K screen..
 
Comparisons showing the differences between ray tracing and path tracing in Indiana Jones.


More comparisons:
Looking difference beetwin RT VS PT is like looking at bad maths VS good maths.
 
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