I enjoy it in Quake 2 RTX where that's entirely the gimmick, but otherwise keep it off. I care more about the fluidity of the action than the details I'm losing. The tech just isn't there to make it an enjoyable experience to play in yet.
You need to check out the state of raytracing/DLSS on PC. It's nothing like it is on consoles.Now I'm not saying it doesn't look good cos I know some people will be like LOL YOU BLIND LOOK AT THE DIFFERENCE
of course there's differences and yes it's always better. But is it half/less than half the framerate better? Not really. Sometimes it's even more than that it can really tank either your framerate or you have to lower resolution which tanks your image quality
I think cp2077 is the best showcase for it, but I never use it outside of just "wow looks really nice" quick check and then turn it off because performance just sucks with it.
What you think?
of course there's differences and yes it's always better. But is it half/less than half the framerate better? Not really. Sometimes it's even more than that it can really tank either your framerate or you have to lower resolution which tanks your image quality
*buys PC for those high frames*
*turns on RT to get console fps*
PC gamers settling for "around 60fps" will never not be funny.
You need to check out the state of raytracing/DLSS on PC. It's nothing like it is on consoles.
Then this:
*buys PC for those high frames*
*turns on RT to get console fps*
It's almost as if the platform is all about choice?PC gamers settling for "around 60fps" will never not be funny.
*buys PC for those high frames*
*turns on RT to get console fps*
Disagree, but it also depends on the game. For titles like Control, Cyberpunk, Spider-Man, and Metro Exodus, the compromise is absolutely worth it. In other games where the effect is more subtle, then sure, one could make an argument of RT not being worth the performance hit when the difference may not be inherently noticeable.
Raytracing reflections on their own, on the other hand, are a complete waste of a crucial resource (framerate) to obtain exactly the same visual quality.
Raytracing reflections on their own, on the other hand, are a complete waste of a crucial resource (framerate) to obtain exactly the same visual quality.
Yes, you can see the jump if you put the two images next to each other, and you can convince yourself you perceive it in game for 10 seconds after you set RT on, and PBR + correct reflections will give you better materials, but that's it: it's still bad CGI with unrealistic lighting telling your brain that everything is fake, just with a slightly better coat of fake.
Meanwhile the loss of framerate will ruin your gaming experience down to the gameplay, and there's no going around that.
Yeah I think this is a really fascinating stage in real time rendering and video game graphics. This is the first time in the history of consoles where we've had aspects of ray tracing and sometimes fully ray tracing running in real time at playable frame rates. This would've been unheard of last gen or even a few years ago.Ray tracing in the current gen is where 3D was in the PS1/N64 era. It will improve somewhat over the generation, but it won't mature until at least next gen. PC will catch up before then, but the games are still made with consoles in mind.
I have a lot of hope for hybrid approaches like UE5's Lumen till we get there.
I get that you have a longer post than this one point, but this statement is just... not correct.
It is correct, you simply cut away the part that explains why it is correct: you can't see the visual jump once you're out of the option menu or Digital Foundry videos. The instant lighting is fake, everything is fake.
It is correct, you simply cut away the part that explains why it is correct: you can't see the visual jump once you're out of the option menu or Digital Foundry videos. The instant lighting is fake, everything is fake, that's what your brain perceive.
I do agree this painful intermediate step toward raytraced lighting isn't worthless, and the option should be there for future computers that can brute force the loss of performance. But ingame, if that means going lower than 60, you're robbing yourself of good gameplay in exchange of almost nothing.
Ray tracing in the current gen is where 3D was in the PS1/N64 era. It will improve somewhat over the generation, but it won't mature until at least next gen.
I get not thinking the trade off right now is worth it, but to say it's the exact same visual quality is just flat out untrue. There is a lot lost by using methods like cube map reflections or screen space reflections compared to ray traced reflections. It's fine if you don't care, but it's just flat out wrong to say there isn't a significant gain there.