It's also not dynamic. With raytracing you could show that same scene at any time of the day.I think the problem with something like Uncharted etc. is that takes way more time and effort to make it look that good ?
Kind of shows that the current ray tracing enhancements are overrated, because imo the game is the best looking next-gen game right now.
If I have the choice between ray tracing and 60 fps, I'm always going to choose 60 fps. Good, faked lighting / reflections is simply good enough.
Just look at Uncharted 4 or TLOU II:
I think it's a bit misguided to say that RT is not a big deal when we don't know what the game would look like if it had RT lighting
It's also not dynamic. With raytracing you could show that same scene at any time of the day.
O M GWhen your game looks like this, and runs at 60fps, I could care less about raytracing.
When your game looks like this, and runs at 60fps, I could care less about raytracing.
This is a truly awful post.Ray Tracing is like makeup. If you are a good looking person you don't need makeup, however if you are not good looking then you need it :P In some cases though no amount of makeup will help :P
My feelings as wellThe game is by far the best looking next gen game we have seen so far even without ray tracing so I am not upset.
Not every game needs ray tracing if the heavy performance hit could have been better spent elsewhere.
Hmmm. Makes me wonder if a ps4 version would have been possible. Maybe they wanted to keep it as a ps5 system seller.
Kind of shows that the current ray tracing enhancements are overrated, because imo the game is the best looking next-gen game right now.
If I have the choice between ray tracing and 60 fps, I'm always going to choose 60 fps. Good, faked lighting / reflections is simply good enough.
Just look at Uncharted 4 or TLOU II:
The other fundamental technology that debuts in the Unreal Engine 5 technology demo is Lumen - Epic's answer to one of the holy grails of rendering: real-time dynamic global illumination. Lumen is essentially a non-triangle ray tracing based version of bounced lighting - which basically distributes light around the scene after the first hit of lighting. So, in the demo, the sun hits a surface like a rock, informing how it should be shaded, with light bouncing from the rock, affected by its colour. The demo delivers radical transformations of scene lighting in real-time - and there's even a short section in the video dedicated to showing the effect turned on and off.
Most games approximate global illumination by pre-calculating it through a system called light maps, generated offline and essentially 'baked' into the scene via textures. With this, a scene has global illumination, but lights cannot move and the lighting and objects affected by it are completely static. The lighting is essentially attached to the surface of the objects in the game scene. In addition to this, this lightmap only affects diffuse lighting, so specular lighting - reflections like those found on metals, water and other shiny materials - have to be done in a different manner, through cube maps or screen-space reflections.
4A Games' Metro Exodus offers up a potential solution to this with hardware accelerated ray tracing used to generate dynamic global illumination, but the cost is significant - as is the case with many RT solutions. Lumen is a 'lighter' real-time alternative to offline light map global illumination that uses a combination of tracing techniques for the final image. Lumen provides multiple bounces of indirect lighting for sunlight and in the demo, the same effect is seen from the main character's flashlight.
"Lumen uses ray tracing to solve indirect lighting, but not triangle ray tracing," explains Daniel Wright, technical director of graphics at Epic. "Lumen traces rays against a scene representation consisting of signed distance fields, voxels and height fields. As a result, it requires no special ray tracing hardware."
To achieve fully dynamic real-time GI, Lumen has a specific hierarchy. "Lumen uses a combination of different techniques to efficiently trace rays," continues Wright. "Screen-space traces handle tiny details, mesh signed distance field traces handle medium-scale light transfer and voxel traces handle large scale light transfer."
Lumen uses a combination of techniques then: to cover bounce lighting from larger objects and surfaces, it does not trace triangles, but uses voxels instead, which are boxy representations of the scene's geometry. For medium-sized objects Lumen then traces against signed distance fields which are best described as another slightly simplified version of the scene geometry. And finally, the smallest details in the scene are traced in screen-space, much like the screen-space global illumination we saw demoed in Gears of War 5 on Xbox Series X. By utilising varying levels of detail for object size and utilising screen-space information for the most complex smaller detail, Lumen saves on GPU time when compared to hardware triangle ray tracing.
Another crucial technique in maintaining performance is through the use of temporal accumulation, where mapping the movement of light bounces occurs over time, from frame to frame to frame. For example, as the light moves around in the beginning of the demo video, if you watch it attentively, you can see that the bounced lighting itself moves in a partially staggered rate in comparison to the direct lighting. The developers mention 'infinite bounces' - reminiscent of surface caching - a way to store light on geometry over time with a sort of feedback loop. This allows for many bounces of diffuse lighting, but can induce a touch of latency when the lighting moves rapidly.
When your game looks like this, and runs at 60fps, I could care less about raytracing.
Quarter resolution raytracing plus temporal injection I'm thinking.This seems to work out just fine for Bluepoint. Ambitious performance targets and ray tracing don't exactly go hand in hand on consoles. Makes me wonder what kind of trickery Polyphony will pull off to get GT7 running at 4K/60 fps with ray tracing or rather which area they are most likely to compromise.
Yeah this lighting is insane. And mind you this is at a locked 60 fucking FPSWhen your game looks like this, and runs at 60fps, I could care less about raytracing.
It's weird, because even when I'm sure it really can't compare, in my mind Bloodborne looked like this.When your game looks like this, and runs at 60fps, I could care less about raytracing.
Y'all would have turned it off for 60fps and don't even pretend you wouldn't.
I don't think anyone's saying it doesn't matter, but would the performance hit be worth it when the game looks this good already (and running at 60fps)?I like era going from can't tell the difference between 30 fps and 60 fps to true 4k is waste of resource, and now RT doesn't matter.
Second only toThere hasn't been an animation I love as much in gaming since this. That shuffle is to dream for.
He comin! Dat boy rung his bell and he' coming!
When ever you see hyperbole it's usually more in the middle. Ray tracing is wonderful but it depends on what tradeoffs you will get to achieve it also in a game like demon's souls it's benefits may not be a massive gain For what you lose.ERA confuses me sometimes
I see Ray Tracing touted all the time as a massive innovation next gen will bring that everyone is excited before
I come in this thread: "game already looks so good, didn't even notice. It doesnt need it"
I hope this energy is kept for all games going forward, because I feel the same way and didn't really think too many other people did