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Thread 717768743

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Anonymous No.717768743 >>717768851 >>717769135 >>717769793 >>717770069 >>717770985 >>717771092 >>717771789
6th gen ray tracing
Even on 6th gen hardware we had realistic reflections that tracked surroundings in real time. Now, decades later, ray tracing is supposedly incredibly taxing to do, which is a big lie.
Anonymous No.717768851
>>717768743 (OP)
its muh pysics
instead of cheating or faking it theyre faking less
Anonymous No.717769135
>>717768743 (OP)
I hated the rubber banding ai in this game
Anonymous No.717769793 >>717769975 >>717773828
>>717768743 (OP)
That isn't raytracing
It's an alpha texture with some point lights underneath it
Anonymous No.717769975 >>717770196
>>717769793
different means, same result
Anonymous No.717770069 >>717770234 >>717770781
>>717768743 (OP)
3D gaming has always been plagued with this tech demo fetish. It has reached the point of absurdity with raytracing.
The PS5 and XBOX ONE X would have been better off not supporting it at all.
Anonymous No.717770196 >>717770390 >>717773828
>>717769975
It isn't the same result.
Static environment reflections are not equivalent to dynamic real-time reflections
Anonymous No.717770234
>>717770069
trvke, aaa devs have a hard on for trying to flex muh graphics in every game they make
Anonymous No.717770390 >>717770554
>>717770196
RTX cope
Anonymous No.717770554
>>717770390
RTX isn't raytracing either.
Anonymous No.717770781
>>717770069
This game is a very good example of it, shit would be running 60fps stable but because the option was there for the developers they implemented it and it fucks around 40-50+fps
Anonymous No.717770985 >>717771146 >>717772112
>>717768743 (OP)
that is a 100% static environment. if you were able to crash any of those buildings or break one of the windows, the lighting and reflections would suddenly look like shit because they were shaped for a static scene.
real time global illumination techniques and especially raytracing are taxing but they ensure that light works properly even if you level the entire area, which allows games to actually have proper physics and destruction without ruining the visual presentation
Anonymous No.717771092 >>717773828
>>717768743 (OP)
>the illusion of choice
Anonymous No.717771146 >>717771480 >>717771638
>>717770985
FEAR did all that in 2005
Anonymous No.717771480
>>717771146
FEAR utterly raped the GPUs of its time when it did that, and it had to limit itself to hard stencil shadows (which still look good) and not having any light bounce.
Anonymous No.717771638
>>717771146
FEAR didn't have dynamic reflections at all, and its lighting/shadowcasting implementation was limited to a small, confined, area within a short distance of the view frustum.
Anonymous No.717771789
>>717768743 (OP)
no gay tracing is required if the devs are actually talented
Anonymous No.717772112
>>717770985
you should game over if you crash anyways
Anonymous No.717773828 >>717773949 >>717774001
>>717769793
>>717770196
>>717771092
who gives a shit. as long if it's good enough its fine. It wont be noticed anyway during normal gameplay unless you're gonna go pixel peeping.
Anonymous No.717773949
>>717773828
I agree, but the issue is that it is not feasible to render reflections this way on modern game engines, as alpha blending is too expensive for deferred rendering methods.
Anonymous No.717774001
>>717773828
>stop noooooticing reeeee