Raytracing is basically simulating the path light rays would take in a scene, making for a way realistic lightning in games.
That is pretty cool 😮 thanks!Raytracing is basically simulating the path light rays would take in a scene, making for a way realistic lightning in games.
Agreed, but this GTA 5 showcase rocks my socksIt's...okay. Looks gorgeous inside the temple, not so much outdoors. Being a post processing shader it doesn't have the same impact as real GI, and is often way over saturated in colour bounce to the point of inaccuracy. The green hue on the buildings in one shot is too bright, and the shader falls to bits the moment Geralt steps on snow.
With tweaks, if possible, it could be great though.
Light rays bounce in real life, illuminating things that direct lights in 3D games dont normally affect.
It's just the nickname the guy who made the shader picked.
This is interesting. Might be a nice thing to have for next playthrough.
He is the one who made the shader you can use with Reshade. Think you have to support him on Patreon to get the current alpha build, though.
Agreed, but this GTA 5 showcase rocks my socks
Can't wait to test it out with my 2080Ti.
It is height field ray tracing. ;)It's just the nickname the guy who made the shader picked.
He also uses "RT" and "Ray Tracing" badly as it's not RT at all.
Agreed, but this GTA 5 showcase rocks my socks
Can't wait to test it out with my 2080Ti.
There is only so much you can do with post process with access to color/depth/normal buffers.It's not a good full use of ray tracing as the shadows don't look Ray tracer at all. Looks like it's doing some cheap way of getting light data.
I would actually say this hurts ray tracing more than helps. Real rt would look a lot better.
Agreed, but this GTA 5 showcase rocks my socks
Can't wait to test it out with my 2080Ti.
https://www.resetera.com/threads/reshade-mod-general-discussion.115392/
Lots more examples in the existing thread, too.
Light rays bounce in real life, illuminating things that direct lights in 3D games dont normally affect.
There have been some simple implementations of this, even back on PS3 (TLOU flashlight will bounce colora off a wall) but real implementations will actually cast rays and calculate where light is hitting, how much is bouncing, etc a few times.
In the case of this shader, it is using depth information available in screen space (so no lights outaide of the camera's view) to calculate the light bounces. Path tracing is more accurate of a term.
It really depends on the game. The Witcher 3 already has great lighting, so it's not as much of an improvement.
One of the biggest boosts is for reflections. Mirrors and shit will actually work. And you'll see reflections and colour bouncing off anything reflective, even tiny things.
It is definitively weird. The outside shot, where flora is green and become orange with ray tracing on, is really weird. It is not realistic at all.Is ray tracing like a fancy name for piss filter? Half-kidding. It looks nice in a way but always make things more yellow and bright.
Put on a blindfold and throw a ball at a wall, the ball is your ray. Imagine the wall was freshly painted so when the ball hits the wall the paint gets stuck on the ball. You then pick up the ball and determine the color of the wall without looking at the wall yourself. All your information comes from the ball... there, raytracing, the ball is your new God now!
One of the biggest boosts is for reflections. Mirrors and shit will actually work, without any more performance cost. And you'll see reflections and colour bouncing off anything reflective, even tiny things.
Yeah I overstretched the excitement there eh
Really?It really depends on the game. The Witcher 3 already has great lighting, so it's not as much of an improvement.
...It's just the nickname the guy who made the shader picked.
He also uses "RT" and "Ray Tracing" badly as it's not RT at all.
Also he is professionally notable, a classy programmer and human being.What I'm doing is ray tracing in screen space, tracing rays against the depth buffer (a data buffer that contains the information how far an object is away, as opposed to the color buffer which tells you what color the object has and what you usually see in any game). When compared to DXR, it has several limitations: anything behind another object does not contribute, anything outside the screen does not contribute, backfaces do not contribute. The benefits of this shader is that it can run on every game and GPU and it's a step up from regular SSAO. I hope this serves as a sneak peek at what DXR ray tracing can do and why everyone in vfx can't wait to get real ray tracing for their games.
Thanks for this clarification....
It is tracing rays, in screen-space. There are no ifs and or buts about that. He fully acknowledges that is different than tracing into world space representations or triangles directly on his patreon site. It is not like he is a charlatan or something.
Also he is professionally notable, a classy programmer and human being.
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Everyone should view this shader as a better replacement for SSAO - if you tweak down the amount of bounce and occlusion it will literally just provide more than accurate SSAO + colour bounce which most SSAO does not even have.