>Raytracing in 2001 on the PS2
how was this possible?
PS2 used vertex lighting which should appear as individual polygons being lit up rather than the per-pixel lighting used in this version.
SH1 and SH3 were the same with their lighting.
I love ray tracing so much bros. I've been waiting 30 years for this moment in time when it's finally getting fully incorporated in games. Crazy to think even still however it isn't being done "properly" in that we're getting like 1/4 resolution worth of rays and have to rely on fake frame generation to keep up. I have a 5090 and it still can't do for instance Portal RTX without DLSS to get playable framerates. All I know is, from the moment I saw Toy Story in the 90s and learned what made it look so much better than games, I knew it was the holy grail of graphics so I'm glad I lived long enough to see it on my own personal machine.
It's something most people don't even notice, but I am always a bit disappointed if my flashlight doesn't cast shadows in a game
>>715704143In Half-Life 2's original release until the Orange Box update, the flashlight did not actually cast any dynamic shadows.
>>715701801 (OP)are you sure this isnt the pc version?
https://youtu.be/RGFheEHcoaM
>>715701801 (OP)That's the PC version, the PS2 one run at 5 fps because the ray tracing
raytracing isn't expensive. it's a psyop to make you buy expensive hardware.
>>715705132Reminds of tessellation, when developers used to absolutely abuse that feature instead of using it properly. Right now RT is being turned up to 11 and consumers are meant to use upscaling and frame generation technologies on 5090s to even reach 60fps.
>>715705763yeah it's really tragic. and what's worse is that temporal sampling is hiding the poor performance so people are gonna keep thinking that the improvements on RT are with the number of rays/pixel being processed, when in reality it's just the temporal sampling being refined.
>>715701801 (OP)Why not read about the history of real-time computer graphics instead of making a retarded thread on /v/?
>>715701801 (OP)That's not raytracing. Not even real time global illumination. The shadows are polygonal objects that always face the flashlight and transform into preprogrammed shapes depending on its direction and distance. That's not something you could implement when there's multiple light sources. It can't bounce off objects the way RT light rays do either.
>>715705763Really rustled my fucking jimmies when crytek tessellated the fuck out of the water because Crysis 2 was running too good for the "Can it run Crysis" meme
>>715701801 (OP)notice how there's still a shadow being cast even though there's no light pointing towards the object
>>715709206it wasn't a question, retard
>>715704143Same
Alan Wake 2 made me hard.
>>715701918Shadows are rendered separately from the lighting pass in most engines. They get overlayed on top and added to the color from the lighting.
>>715705132Metro Exodus EE looks better than CP2077 w/ PT at literally 5x the framerate
>>715701801 (OP)That shit blew my mind back in the day. I just remember dicking around in the stairwell of the apartments, looking at the shadows being cast by the railing. I was also entranced by the glass breaking physics in the Metal Gear Solid 2 demo when you shoot the wine bottle in the bar, and how the ice cubes actually melt.