Honestly, all I care about is that the framerate is locked at 60fps when playing. No RT in gameplay or replays with RT but 30fps etc, I would be fine with that as long as it never goes below 60fps in a race.The camera angles there are terrible for saying "this is RT or this is not RT" - the dash camera though was a render to texture reflection - which makes sense since it is coming from a camera on the back of the car in real life.
I would need more footage from in game gameplay to say whether RT was in play there or not.
You weren't pointing it out, you were accusing them for being misleading. Tall talk.
Ratchet's ray-traced floors on the city was great.
But man...
Why does the city has to be on alien/monster invasion again, lol...
I personally want to explore it calmly, talk to NPCs, buying items from shops, etc.
All is fine! :)Sorry for quoting you again but i need to apologize. Sorry, sorry, sorry.
Like I wrote above, I realised the word I was looking for was actually 'ingenuous'.
Candid, innocent if you prefer.
People judge by what they're given.I can't believe DF is still being so disingenuous about Gran Turismo, and even talking about 4k60fps when there was absolutely no trace of RT ingame, or even the car selection screen perhaps outside of shadows/occlusion.
Basically nowhere outside of the cinematic which, as is the case with all PD trailers before it, is probably rendered with photomode fidelity frame by frame.
You say that as if SVOGI is a piece of cake instead of basically being the most advanced non (fully) RT GI solution.
The same reason Metro Exodus uses checkerboarding for global illumination on high, despite being a DLSS game.Why are developers still using checkboarding if RDNA2 has a secret dlss 2.0 alternative that theyre not allowed to talk about?
It'd be very weird for there to be all these performance tweaks if that's the case. Why use limited ray counts and checkerboarding, etc, if this is photo mode stuff? No reason not to ray trace at the full resolution if you aren't worried about having the next frame ready in 1/60th of a second or whatever.I can't believe DF is still being so disingenuous about Gran Turismo, and even talking about 4k60fps when there was absolutely no trace of RT ingame, or even the car selection screen perhaps outside of shadows/occlusion.
Basically nowhere outside of the cinematic which, as is the case with all PD trailers before it, is probably rendered with photomode fidelity frame by frame.
LmfaoPeople judge by what they're given.
But you're right, there doesn't seem to be any ray tracing in their gameplay demo.
The car in front is clearly not reflecting your car.
Souls has a performance mode. There's hope more games will, but nothing's been stated. So much power being used on 4k would be an absolute waste. 1440p 60 modes, please.Yeah but it's only one out of six games. Was hoping for a different outcome but I knew this would happen (mostly 30fps games with a focus on graphics).
gt7 100% will be at least 60fps (I see posibility of lower resolution 120fps mode also)Somehow I hope we'll get the option to turn off RT in favor of FPS, I would always prefer 60 FPS on a racing game rather than 30 FPS+ RT. I also don't think we'll see RT, 4K (native) and 60 FPS in gameplay for GT7.
Looking at the 4K version of that offline, it is really hard to see what is going on due to the car movement. Really hard to see the reflections let alone if self-reflection is occuring. But one thing that can be seen later in the trailer is that a car far ahead of the player is not using RT (could just be cube maps), or at least RT which does not run every frame (another possible optimation, stagger RT update for things at a distance). The reflection on the car here updates about 1 time every 30 frames. Footage slowed down to 25%.People judge by what they're given.
But you're right, there doesn't seem to be any/much ray tracing in their gameplay demo.
The car in front is clearly not reflecting your car.
If GTS is 1800p/60FPS on Pro, the PS5 won't have any problem to handle GT7 with or without RT.Somehow I hope we'll get the option to turn off RT in favor of FPS, I would always prefer 60 FPS on a racing game rather than 30 FPS+ RT. I also don't think we'll see RT, 4K (native) and 60 FPS in gameplay for GT7.
Somehow I hope we'll get the option to turn off RT in favor of FPS, I would always prefer 60 FPS on a racing game rather than 30 FPS+ RT. I also don't think we'll see RT, 4K (native) and 60 FPS in gameplay for GT7.
It'd be very weird for there to be all these performance tweaks if that's the case. Why use limited ray counts and checkerboarding, etc, if this is photo mode stuff? No reason not to ray trace at the full resolution if you aren't worried about having the next frame ready in 1/60th of a second or whatever.
Did they say anything about Godfall? Looked like RT reflections in the announcement trailer but on the conference feed it looked more like screen space (though I didn't watch the full trailer afterwards)Very Very Quick Summary. They are pretty suprised that Sony had so many games utilizing Ray Tracing so soon. It is still a relatively new tool and they thought it may take more time to implement, or developers would simply fake it like they have in the past at launch.
There were 6 games at the Playstation Showcase that showed Ray Tracing, and DF was impressed by their implementation.
Gran Turismo 7
Pragmata
Ratchet and Clank
Stray
Marvel's Spider-Man Miles Morales
Demon Souls
Insomniac gave up on 60FPS targets after A crack in time...saying they don't think it sells more copies.
Somehow I hope we'll get the option to turn off RT in favor of FPS, I would always prefer 60 FPS on a racing game rather than 30 FPS+ RT. I also don't think we'll see RT, 4K (native) and 60 FPS in gameplay for GT7.
People judge by what they're given.
But you're right, there doesn't seem to be any/much ray tracing in their gameplay demo.
The car in front is clearly not reflecting your car.
I'm guessing the rearview mirror isn't raytraced? If it's done the classic way it's usually bound to have more pop-in (or pop-out I guess)Shame to still see minor pop-out in the rear view mirror. And the tunnel lights pop in as well. Hopefully they can address this before release.
Shame to still see minor pop-out in the rear view mirror. And the tunnel lights pop in as well. Hopefully they can address this before release.
We still don't know what AMD's hardware based RT solution is like.
And I'm curious how many of these are software based/compute based solution like the Cry Engine demo rather than being hardware accelerated. It had some quite obvious and aggressive optimisation techniques like you see in the PSV videos.
Wouldn't say laughable but its ridiculous. R&C is in one the genre that sees one of the most benefits with 60fps
The suggestion is 1/4 resolution, so 1080p.
ppl really love creating false narratives smh
According to DF. I guess they would need more in-game footage to 100% test it but thats what the video said.
Im just happy that we wont see anymore flat ground textures and pop ins.What I'd love is a little table so that we can discuss "native" resolution in every game! It would make internet wars so much more fun!
Main polygonal models (Static) - 4k, checkerboard, upscaled
Main polygonal models (moving) - as above
Global illumination - static, RT, RT checkerboard, RT@1080p, other
Self shadowing - none, RT, RT checkerboard, RT@1080p, other
Shadow fall off - none, RT, RT checkerboard, RT@1080p , "fake" using the example in the video of "fog" overlaid in layers, across the surface
Roughness cut off for switching between RT and SSR - none, high, medium, low
Comparing XSX versus PSV port of a game in a console war is going to get really complicated!
Yeah a 60fps mode would be great for Demon's Souls and R&C.Wouldn't say laughable but its ridiculous. R&C is in one the genre that sees one of the most benefits with 60fps
Please don't spread misinformation. Atleast put "I think" if you're not sure what you're talking about. Current raytracing hardware only speeds up the BVH traversal and intersection which is only a small part of the raytracing process. Most is still done by the same hardware that does rasterization meaning it takes a ton of shading resources away from the rest. In other words: using raytracing means sacrificing other stuff.The tracing itself is done in parallel so that's not really the case. Just because DF can't be sure of what's going on in Horizon doesn't mean they aren't using it, because they 100% are, even if "just" for GI. Guerrilla would never let hardware like that be unused.
yeah they could bump a lot more in replay, but in game probally they only go as far as global illumination, shadows and reflections.I could see GT7 using reflections via RT in replay cameras if they are half framerate. But in-race there doesn't seem a huge reason to do that at least for cockpit views.
DLSS 2.0 is no joke either
Satisfactory is subjective. It's never overkill because there are people who want to max setting at native 4K and 60fps. Plus games are hopefully going to continue showing increasing complexity of RT effects. The implementation in games available still don't look nearly as nice as the ones in tech demos, and those games already out tank current GPUs. It's only natural to expect more powerful cards if we want games that match the effects shown in those demos.
Console games will offer the minimum level of implementation and PC versions will either feature higher fidelity options for RT or additional uses if the developer makes the effort to add them. You could have for example Resident Evil 8 support raytracing for reflections on consoles but then the PC version might add say global illumination to make everything look more realistic.