Feels pretty safe to assume it's time for that long awaited RT update to hit Doom Eternal on PC. Doubt PS5/XS updates would be mentioned here.
Siege I'd guess is there for more Reflex marketing.
I can't get the timer to embed but it's like 32 hours from now
I predict a separate press release style announcement following the event.
More like 30 hours.
Pretty sure the consoles are AMD
I hope to god. I've been waiting for the update to drop before starting on my X. Given how they dropped the last DLC, we might also get the same treatment with the patch.I predict a separate press release style announcement following the event.
Most likely. Though given its an RTX event you can rule out DLSS for consoles obviously.
EDIT: 1AM EST, 6AM GMT
I'm pretty sure that they've lumped the RTX RT implementation into next gen consoles native versions development.This RT update took a long god damn time, DLSS & Reflex would make up for it though i suppose.
Shit, with DLSS 2.1 8K is actually not out of the question.DLSS Doom Eternal (RTX off) would run at like, infinite fps right? lol
Sounds illegal
I mean it's already ~50 fps in 8K without any DLSS on a 3090.
Jokes on you, I'm into that
My prediction: DLSS 2.1, RT reflections, and RT shadows (for shadowed particle effects in particular).
GI and AO are already baked in and with the game having largely static environments, it works just fine. Reflections and shadows are the only things that could make a material difference to the presentation.
Cod modern warfare and black ops cold War are RT shadow but not light. I'm sure DF has covered those games so you find their videos on YouTube.What does RT Shadows actually entail? How can you have RT Shadows without the lighting being raytraced? I've always been confused by that.
My prediction: DLSS 2.1, RT reflections, and RT shadows (for shadowed particle effects in particular).
GI and AO are already baked in and with the game having largely static environments, it works just fine. Reflections and shadows are the only things that could make a material difference to the presentation.
Every light source has a size associated with it. Ray-traced shadows trace the rays between the light source (its described shape, usually spherical with a prescribed radius) and whatever is intersecting with it, and ONLY interacts with the light source in this way. Point lights have a specific size and falloff distance and only things that intersect with this shape are considered for ray-traced shadows.What does RT Shadows actually entail? How can you have RT Shadows without the lighting being raytraced? I've always been confused by that.
Yep. The UAC levels in particular are going to look amazing with RT reflections.RT reflection is a no brainer for the game, consider how many metallic surface the game has.
Why would they announce console upgrades on Nvidia Keynote?
Jokes on you, there is a console version of DOOM Eternal powered by NVIDIA.