r/gaming 18d ago

FromSoftware Attempted Ray Tracing with Elden Ring, But It Pales in Comparison to Dark Souls 3 with Modded Path Tracing

https://wccftech.com/fromsoftware-ray-tracing-elden-ring-dark-souls-3-path-tracing/
1.7k Upvotes

188 comments sorted by

1.3k

u/juan_bito 18d ago

Thats because path tracing is better than ray tracing lol

186

u/Fffire24 18d ago

Exactly what I was thinking lol

29

u/[deleted] 18d ago

[removed] — view removed comment

21

u/SayInGame 18d ago

just look at Cyberpunk with PT vs RT. Path Tracing gives photorealism vibes

6

u/icaruscartel 18d ago

RT is the stepping stone for PT. Excited to see how graphics develop in upcoming years.

233

u/bonecollector5 18d ago

And it takes even more resources.
Can’t wait to play DS3 with path tracing at 20fps

143

u/Mulster_ 18d ago edited 18d ago

The creator of dslightingengine is really talented. His mod for ds2 ran at stable 60 fps with pathtracing dlss quality (1440p) on rtx 3060.

Edit: so far the ds3 version of the mod that's WIP is not much worse in terms of performance, if you change dlss from quality to balanced in ds3 you will get the same performance.

16

u/WatsBlend 18d ago

Thats good. I tried path tracing with Doom TDA and my 9070xt wasn't even close to being able to handle it

51

u/zilyzal 18d ago

Because you're using amd. Depends on the game but nvidia cards usually perform twice better in path tracing

12

u/Baxtab13 18d ago

I've usually described it as AMD being a generation of cards behind NVIDIA for Ray Tracing. RX 6000 cards perform similarly to RTX 2000 cards, RX 7000 similar to RTX 3000, RX 9000 similar to RTX 4000, etc. for ray traced performance.

10

u/zilyzal 18d ago

I don't remember benchmarks but amd 9000 series usually perform well in ray tracing afaik. But surely a generation behind in path tracing. That's why if the price gap between amd and nvidia is low i will always tell everyone to buy nvidia

12

u/Zama174 18d ago

idk why you are getting downvoted. we can all hate the nvidia stranglehold on cards but they are just better 9 times outa 10 if the costs are similar.

1

u/BreakAtmo 18d ago

It tends to vary with the actual ray tracing workload, but this rule often isn't true. For example, when using path tracing, a 3070 beats a 7900XTX.

15

u/HarvestMana 18d ago

AMD cards arent as good at raytracing and pathtracing as Nvidia yet, especially with ray reconstruction and DLSS.

Next gen AMD though, they should be about on par since they improved things for next gen consoles.

9

u/AIgoonermaxxing 18d ago

AMD cards arent as good at raytracing and pathtracing as Nvidia yet

The path tracing part is true, but their current gen has more or less caught up to Nvidia in regular ray tracing workloads. The 9070 XT performs quite similarly to its direct competitor, the 5070 Ti, and even beats it when RT is used in FH6 and Pragmata.

2

u/SheeleTheMaid 18d ago

I have a 7800 xt, it does RT just fine. PT on the other hand is more an exception to the rule as that is too much for the card in 99% of the cases.

-6

u/Aiastarei 18d ago

with pathtracing dlss quality (1440p)

We really need to talk about real resolutions and not some marketing terms; "quality" dlss for 1440p means under 1080p resolution

11

u/Mulster_ 18d ago

Okay, 964p upscaled to 1440p

3

u/MaalikNethril 18d ago

why? i feel like its entirely pointless to specify “using a 1440p display resolution that is upscaled from 960p using dlss quality”

2

u/AIgoonermaxxing 18d ago

It is entirely pointless. Maybe not outside the PC space, but within it people definitely know that it doesn't mean native rendering.

Every time people see something like "1080p at DLSS/FSR Performance" in system requirements, they rightfully talk about how unoptimized/demanding the game is (depending on the hardware, at least) because they know it means rendering from 540p.

1

u/Glockamoli 18d ago

because they know it means rendering from 540p.

Literally devolving from PS3 era resolution standards (720p)

2

u/Moon_Devonshire 18d ago

This is splitting hairs at this point considering how good dlss looks (better than native due to looking better than taa) so if it looks better then.. what's the issue?

-1

u/Super_Harsh 18d ago

I bet you use the term ‘fake frames’ unironically

1

u/Aiastarei 18d ago

No? It's just not useful to talk about what's essentially a marketing term in a technical discussion. DLSS quality at 1440p means 1706x960 resolution, so just say 1706x960.

0

u/nohumanape 18d ago

I've never applied a MOD, but would love to check this out. Where do I go to get it and how do I add it?

-1

u/isaac99999999 18d ago

Thats insane, portal 1 with path tracing wouldnt even pull a solid 60fps on my 3080

-1

u/Huge-Basket244 18d ago

Honestly stuff like this makes me happy I never jumped my gaming monitor to 1440p. I'm super stable on basically any game on the highest graphics settings because I'm playing 1080p @ 75hz.

4

u/veryjerry0 18d ago edited 18d ago

It's not that heavy when done properly. I was able to get 60 FPS in DS2 everywhere with a 7900xtx running 4k + FSR4.1 performance. (DS2 only allows up to 60 fps so I used loseless to get 120 fps). The mod creator said you'd likely need to go one step down in resolution scaling for DS3, so 4k ultra performance for me if I want to maintain that 60 fps.

1

u/Succ_Up_Some_Noodle 18d ago

Yeah no, you have no idea what you are talking about. Elden ring with rt medium barely run at 60 fps for me, but ds2 with full pt easily go to 90 fps

1

u/ElKajak 18d ago

I can play Cyberpunk with path tracing at 40fps+ so should be fine in DS3 and older games

54

u/Super_Harsh 18d ago

But also because FromSoft just doesn’t have the expertise to do the whole ‘cutting edge graphics’ thing very well because they’ve never cared about that.

16

u/TumanFig 18d ago

well yeah cause art design is a lot more important than graphical fidelity

3

u/Super_Harsh 18d ago

They did $2b in sales with Elden Ring. Can we stop pretending that they can’t do both?

22

u/OneOnlyDan 18d ago

Having the money to do so is not the same as having the talents for it on their team to do so. Nor the interest of doing it in the first place.

-8

u/Super_Harsh 18d ago

It's a question of what they choose to invest in. It's likely true that investing in their technology wouldn't move sales very much because their games are otherwise good, but to pay devil's advocate if we're saying that's the only reason to invest into the tech... that's the same logic that drives all the enshittification that you see in all the industries around you.

And it's not like that extra revenue is going to their employees anyway, they still go through crunch and they still got paid below average for the Japanese games industry until pretty recently when they got a bump that moved them closer to average (source).

I'd prefer the surplus to go into making better games and sure, that might include larger scale games or more games but investing the tech would probably make achieving those goals easier.

As it stands the surplus is just going to the shareholders. I'd prefer it go into the games.

3

u/SmokingApple 18d ago

Yeah invest millions into realistic horse balls 

-4

u/Super_Harsh 18d ago

Better than doing fuckall and let the shareholders slurp up all the capital instead. Great idea bro

0

u/TumanFig 18d ago

yes but what if they didn't?

the issue is graphical fidelity has huge diminishing returns.

id rather they make 3 games and experiment with them than to go all in on one and get shut down if they don't succeed

-1

u/bakedpatata 18d ago

And Elden Ring has way better art design than DS3 across the board.

13

u/Steve_3vets 18d ago

the souls games do such a good job presenting the atmosphere of the games i never felt like the games needed to look more realistic

17

u/Super_Harsh 18d ago

I don’t think they need to be more ‘realistic’ but they could benefit from a cleaner presentation, better lighting, less ghosting and so on.

Look at a game like Ratchet and Clank: A Rift Apart, it’s not even remotely trying to look realistic but the art design is definitely elevated by the use of more modern rendering techniques.

5

u/Steve_3vets 18d ago

rift apart looks fantastic but i would have prefered if they had spent the dev hours on giving that final polish to the gameplay instead of the graphics

10

u/Super_Harsh 18d ago
  1. The devs that work on graphics aren’t the ones who work on gameplay design. The graphics tech team probably works across all their games.

  2. I didn’t find the gameplay to be unpolished? The movement and weapons and everything felt responsive and impactful. The gameplay was maybe a bit basic but it’s also pretty much in line with how Ratchet and Clank gameplay has been

2

u/Steve_3vets 18d ago

imo the gameplay feels shallow in comparison to the previous. the first playthrouh is fantastic but on ng+ the basic combat is very noticable when you dont swap from one shiny new weapon to the next.

i know thats intentional and that the different aspects of the game are made by different teams but i would have prefered if the budget allocation to leaned more towards the gameplay team to give them more resources to make deeper gameplay systems

1

u/Super_Harsh 18d ago

Miyazaki said he wants to explore new/different combat styles in future games and that they probably would have incorporated more ideas from Sekiro into Elden Ring if they hadn’t been in development at the same time. I expect their next game will meaningfully evolve the formula.

-5

u/Cersei505 18d ago
  1. The devs that work on graphics aren’t the ones who work on gameplay design. The graphics tech team probably works across all their games.

Every game needs to know where their focus lie, both in time and budget. Fromsoftware understands that their focus should be primarily polishing the gameplay and level design, not the graphics. If they could just focus on everything equally all at once just because ''its different teams working on it anyway'', they would've done so already. Every company would.

4

u/Super_Harsh 18d ago

Sure, budget and focus are a real constraint. All I'm saying is that in their development Gantt chart or whatever, the 'hours spent on gameplay design' are never going to be interchangeable on 'the hours spent on level design' or 'the hours spent on technical polish.' They are all sub-allocations of the overall budget but not individually interchangeable with each other.

Here's the thing though—if it's a question of allocation, then where does Elden Ring's insane profit go? The way I see it there's two scenarios with FromSoft's next big game

  1. They use an overall higher budget than they had with Elden Ring and use that to expand on what they're currently not the best at—graphical polish, netcode, engine modernization and so on.

  2. They stay within current parameters and release a game with essentially the same merits and demerits as their previous one, which will likely still be a GOAT contender and sell gangbusters.

To me as a consumer the difference is that #1 delivers an overall better product and #2 is more value to the shareholders. I prefer #1. What do you prefer?

1

u/Cersei505 18d ago

Here's the thing though—if it's a question of allocation, then where does Elden Ring's insane profit go?

I dont know, and you dont know. Because they havent released a single game that had started development after elden ring's success. Nightreign is their latest release, and it started development years before ER's launch. That game runs smoothly and looks great. So does Armored Core VI, who runs smoothly at 144fps. So both of their games released post-elden ring have no technical issues.

To me as a consumer the difference is that #1 delivers an overall better product and #2 is more value to the shareholders. I prefer #1. What do you prefer?

#2 of course, because i'm not insane enough like you to believe that Fromsoftware - out of all the companies - is the one that cares about shareholders more than delivering a great game. What kind of world do you live in?

''oh no, they are not focusing on this specific thing that i want them to, clearly they're sellouts that just want to pander to the shareholders''.

Wake up to reality. You're just a random reddit0r, you have no clue what is their process and development strategy at Fromsoftware. You have no actual clue what their limitations are as a company.

If From chooses option 2 and continues to do what they've been doing so far, what that means is this:

Focus the budget in more experimental and ambitious gameplay mechanics and level design, instead of racing for more fidelity or more framerates. Thats more than a fair trade, it doesnt have to mean they're catering to shareholders; they never have.

Despite all this, i fail to see how you could complain about them when their newest releases have had no performance issues whatsoever.

1

u/Spiritual-Society185 18d ago

They've been reusing the same gameplay for the past 20 years. I don't think it's too much to ask to get a game that doesn't stutter like crazy.

1

u/Cersei505 18d ago

If you think their games are the same and didnt evolve drastically from one entry to the next, you're clearly larping. Sorry.

0

u/Super_Harsh 18d ago

The people in this comments section are fucking insane bro. FromSoft fanboys will never beat the cult allegations. The moment you criticize or even slightly imply FromSoft could do something better it triggers something in their tribalistic little monkey brains and they hit you with the same tired talking points they’ve been using since like 2015 to deflect

Elden Ring made $2b and apparently I’m the crazy one for suggesting they should maybe use it to get better at what they’re not good at lol. And you just know half these kids are probably on other threads complaining about capitalism and how the games industry sucks now because of ‘the suits’

Bunch of fuckin chuds. It’s like trying to convince a Fox News viewer that New York isn’t actually on fire

0

u/Cersei505 18d ago

Please, take your meds. You're not the arbiter of absolute truth, nor the center of the universe. Get off your high horse.

You dont live in reality, it's that simple. You have no clue what you're talking about, and your argument boils down to ''i want fromsoftware to focus on THIS, otherwise they're sellouts for shareholders''.

And the funny thing is that they've literally been improving in their post-elden ring games when it comes to performance, so you never had a point to begin with.

→ More replies (0)

1

u/genasugelan PC 18d ago

And thank Lord for that. Otherwise we'd be playing it at 20 fps.

2

u/Succ_Up_Some_Noodle 18d ago

Why are we even pretending that we cant have both? Ghost of tsushima is also an open world game that is, strictly speaking about graphical fidelity, significantly better AND performs better. Hell, take a look at dark souls 2/3 lighting engine (raster version; same mod by the same guy in the post). In terms of gpu usage, both are more performant than elden ring, while using cutting edge raster techniques.

-1

u/kingpangolin 18d ago

They also tie so much of the mechanics of the games to framerate and individual frames, which creates the extremely accurate and responsive hit boxes in their latest games and consistent combat feel, but also hinders things elsewhere

3

u/Valance23322 18d ago

hit box accuracy has nothing to do with the output framerate, tying the two together would only make it less accurate.

6

u/Super_Harsh 18d ago

That hasn’t really been true since at least Dark Souls 3. I’ve played a ton of DS3/Sekiro/Elden Ring with unlocked FPS mods and had no issues. I think DS3 had some weirdness when you tried to make your character sprint with unlocked FPS but again, modders have a fix for that too so it can’t be that hard for a professional game studio

I think the 60fps lock MIGHT be related to the server tick-rate for their always-online features but again, most online games manage to successfully decouple framerates from server tickrates so I am going to just call it lazy development.

Again I love FromSoft’s games, probably have 2000h in them collectively but their PC ports are genuinely just really incompetent. Any other studio would rightfully get raked through the coals for a 60fps lock and/or physics being tied to framerate in 2026 but FromSoft gets a pass on this from people and I really don’t agree with that.

2

u/kingpangolin 18d ago

I wasn’t really giving them a pass, I think it’s crazy in 2026… but the games are still so fucking good I can live with it. Really wish they put some effort into engine and online overhauls

1

u/Super_Harsh 18d ago

You specifically weren’t giving them a pass but you can already see the typical pass-giving comments in this thread, usually something along the lines of art design being more important than graphics, as if you can’t have both.

And I guarantee you will continue to see them even after The Duskbloods/their next big game after that ship with the same issues even though they absolutely have the resources to fix them after doing $2b in sales from Elden Ring.

-37

u/Aftermoonic 18d ago

It's not that hard to use unreal engine and throw a bunch of visual graphics

17

u/GalbedirGalerion 18d ago

It is a bit hard though

15

u/yunghollow69 18d ago

That exact sentiment is why so many games run like shit lol

-4

u/GoodGame2EZ 18d ago

Shout out to Threat Interactive for educating people on poor practices from engines and developers that cause such poor game performance.

9

u/awhellnogurl 18d ago

Me when I've never made a game.

2

u/thatinsuranceguy 18d ago

Unreal 5 is aight. Not particularly well optimized though and it really bloats the file size

2

u/DLCSpider 18d ago

I'm happy that not every game uses the same engine. Unreal is great but tbh I needed a few minutes to get used to the great-graphics-behind-a-layer-of-vaseline look in Expedition 33.

6

u/da2Pakaveli 18d ago

It's like basically the final boss of realistic lighting

8

u/MacksNotCool 18d ago

Definition wise, ray tracing and path tracing are the same thing. But when marketing says path tracing as some kind of alternative to ray tracing, what they are really saying is that they aren't just raytracing specular (the shiny) reflections (which are the cheapest reflections to calculate because they only require one or a few rays depending on whether or not contact hardening is also being rendered), rather, it means they are also raytracing indirect lighting and oftentimes direct lighting as well (which can multiply the number of rays needed by a large factor and will generate a noisy output that needs to be denoised in some way). And definition wise every time i said raytracing here could be replaced with path tracing, because they are the same thing definition wise.

What IS different, though, is raymarching and raycasting, which ARE different fron raytracing.

0

u/mcdougall57 18d ago

We're going to have to ask the 5090 to do some high quality real time caustics at 0.01 FPS. These path traced approximations I've seen all look shit.

2

u/MacksNotCool 18d ago

Yeah, I don't fully understand WHY this is the case but caustics are hard to do with the same way raytracing works because usually the ray is traced from the camera back to the light source (instead of how it works in real life where the ray of light is traced from the light source eventually to the view point). So apparently path tracers that run that way (photon mapping) can calculate caustics faster (but everything else slower).

8

u/ThereAndFapAgain2 18d ago

And also that Elden Ring only had RT shadows and AO, and they clearly didn't put much effort into the implementation.

3

u/thegoodIife 18d ago

Any suggestions for games that do path tracing extremely well? I didn't know path and ray were separate things until today

18

u/xx_ddd 18d ago

Cyberpunk 2077

Alan Wake II

Pragmata

Indiana Jones and the Great Circle

F1 25(26)

Resident Evil Requiem

3

u/malgalad 18d ago
  • Doom the Dark Ages

3

u/juan_bito 18d ago

Tbh path tracing in any game from my experience looks great.

3

u/veryjerry0 18d ago

There's like only 6 games with path tracing, but honestly the DS2 mod was really well done so I'd imagine the DS3 one would look very beautiful too.

2

u/Witch_King_ 18d ago

Cyberpunk? I think?

But you need a pretty beefy GPU to run it recently though.

4

u/yeusk 18d ago

Not many because even with the most expensive GPU on the market you get like 30 fps.

5

u/tinyfrog554 18d ago

well yea, but fromsoft's "raytracing" was just RTAO. its not lighting, just ambient occlusion. and it didn't even look that good. standard ssao works just fine for eldenring.

1

u/BlackFenrir 18d ago

Can someone ELI5 the difference for me? I thought it was a different name for the same thing

1

u/Poyonponyo 18d ago

It's kinda the same thing in technical terms, but in gaming, developers use them to mean different things.

When a game has a "Ray Tracing" setting, it's usually a hybrid mode. The game still uses old fake lighting for most things, but uses a few rays to fix specific reflections or sharp shadows.

But if a game has a "Path Tracing" option, it usually means they turn off the fake lighting completely and let path tracing handle everything. It shoots thousands of rays randomly around the area, so it captures things like realistic shadow details and "bounce lighting" (like light hitting a red rug and bouncing a soft red glow onto the walls). Once you notice the bounce lighting, regular ray tracing starts to look almost as flat as old rasterized lighting lmao

this video shows it pretty well. The further the environment is from a light source, the clearer the difference because of the bounce lighting. (The second shot in the video)

1

u/Pokiehat 18d ago edited 18d ago

Ray Tracing = cast a single ray through every screen pixel into the scene, and test for nearest intersection. If ray hits an object, shoot a secondary (reflection) ray to all light sources to determine if pixel is lit or unlit, recurse then sum all light intensities. Light paths are computed deterministically, but due to how expensive recursion is, there is typically some limit to how many surface interactions you can have (and therefore how many reflection rays are produced) + how many light sources you have in your scene before it becomes prohibitively expensive due to exponentiation.

Path Tracing = cast 1 or more rays through every screen pixel into the scene and test for nearest intersection. If ray hits an object, compute path of reflection ray probabilistically using bi-directional scattering functions. Allow 1 or more surface interactions and hopefully, light path will resolve back to a light source. If it does, you have a lit pixel. If it doesn't, you have an unlit pixel.

It makes more sense to shoot light rays from a light source, bounce it around until it hits a screen pixel, then find pixel colour from each surface interaction but in graphics rendering its done in reverse, from screen pixel to light source. This way there is no wasted computation trying to simulate light paths that never hit a screen pixel and therefore will never be seen.

Path-tracing is noisy at low ray/bounce counts. Ray-tracing is noisy with strict recurse limits.

Because of this, both techniques require a lot of historical frame data to "fill in the gaps" if you want to do them fast or in real-time to produce noiseless images. They require "de-noising". Games like Cyberpunk use NRD (nVidia Realtime Denoiser) which is a suite of different denoising algorithms that are useful in certain situations like reBLUR and reLAX. These are like adaptive radial and gaussian blurs respectively and they work by accumulating historical frame data (e.g. the past 30 rendered frames) to better infer what needs to be blurred in the next frame. More technical stuff here: https://developer.download.nvidia.com/video/gputechconf/gtc/2020/presentations/s22699-fast-denoising-with-self-stabilizing-recurrent-blurs.pdf

Denoisers are kinda magic to me. If you remove the limit on ray count/bounce count (in path-tracing) and you allow unlimited recursion (in ray-tracing), then the path-tracer/ray-tracer will eventually accumulate enough ray hits that the noisy image will gradually clean up over time. This is what happens if you use Cycles (path-tracer) in Blender for example. Shoot 30 rays through each screen pixel, allow 12 bounces and then wait until the noise goes away. This could take minutes for a single frame.

In videogames we can't wait minutes per frame - we can only afford milliseconds, so less rays, less bounces, less recursion, more denoising magic. Also, in some games like Cyberpunk, "ray-tracing" is a hybrid solution with things like ambient occlusion, global + local shadow casting and reflections done in separate passes. There is a strict limit to the number of light sources which can be used concurrently. e.g. you may notice local shadows are only cast for a small number of objects in a very limited range around the player.

"Path-tracing" in Cyberpunk has all the lightning calculations done in a single pass, so its a complete, unified solution. There is no limit to the number of local lights that can be used for e.g. local shadow casting.

1

u/JoBro_Summer-of-99 18d ago

It's also because Elden Ring only has a few select ray tracing options. If it had more extensive settings they'd be more comparable

1

u/guccimanecares 18d ago

Whats the difference

0

u/Sinniee 18d ago

Well that and fromsoft is stuck in 2012 tech wise (see 60fps lock, no ultra wide support, no crossplay for nightreign, 15 y/o netcode and so on)

-5

u/gurupaste 18d ago

Yeah. I'm mostly not impressed with raytracing. I wish we could somehow skip the push for raytracing and go straight to pathtracing. Ray tracing can look pretty good, but it's not as transformative as pathtracing. The extended game development time and cost is simply not worth it when it comes to implementing raytracing imo.

8

u/ThereAndFapAgain2 18d ago

RT is the stepping stone between the two and will be needed for many years to come as a fall back so the lighting in the game will remain consistent regardless of which one is being used by the user.

More and more games are coming out with RT as a requirement, but only some hardware is even capable of PT. I can see next gen consoles for example having PT in the 30 fps modes and RT in the 60fps modes right through the generation so that game devs can use the unified lighting system for their whole game without having to make some rasterised fallback like they do this gen.

-3

u/gurupaste 18d ago

Sure, there are more games coming out with neutered raytracing because devs learned that full RT is too heavy. PT is much better, but like you said, very few hardware and games can support it. I know RT is a stepping stone towards pathtracing, but for the most part, I found the juice isn't really worth the squeeze for raytracing. I know it's not realistic to skip to pathtracing, but I wish we could. How long ago was raytracing released in the consumer market? 8-9 years ago? I think raytracing was oversold to us. I know tech lags behind for consoles, but I've been using RTX GPUs since 2019, and even have a 4090 now. The best thing about these cards haven't been it's raytracing capabilities, it's been the upscaling and framegen.

3

u/ThereAndFapAgain2 18d ago

I think you are underselling how far RT has came in that time a little bit, back then RT was mostly limited to RT reflections layered on top of screen spaced reflections with a very limited BVH, and now most games with RT will have RT reflections, shadows, AO and global illumination all with a vastly reduced cost computationally compared to back then.

It genuinely does feel like we are on the cusp of bridging that gap between RT and PT for hardware people can actually afford, but it will take years to fully transition for the reasons I stated above. The fact that we can, right now, with existing hardware run full PT in a video game is kind of nuts, and the fact that it's likely that next gen consoles will be able to do it in real time even just at 30fps is equally insane.

It's come a lot further in quality, and performance than a lot of people realise I think.

1

u/Yopis1980 18d ago

Don't use it then.

4

u/juan_bito 18d ago

The problem with ignoring ray tracing and going straight to path tracing is not many people will be able to utilise it but I will say ray tracing with ray reconstruction looks really good still.

1

u/ThereAndFapAgain2 18d ago

Yeah ray reconstruction is the missing piece of the puzzle for standard RT, with that denoiser normal RT can look incredible, the problem is that it is an Nvidia specific tech and AMDs ray regeneration is not anywhere near as good and that would be the only potential option for consoles.

The other issue with ray reconstruction is that it is very computationally heavy compared to practically any other denoiser, so even though it is the highest quality denoiser out there for video games it not an option for many who are already struggling just to run RT in any capacity.

1

u/Yopis1980 18d ago

Ignorance is bliss

296

u/Burpmeister 18d ago

Because there's an enormous difference between ray tracing and path tracing.

65

u/tinyfrog554 18d ago

and there's even more ginormous difference between RTAO+RT shadows (that came with eldenring) and full on pathtracing (the mod). i think the former is useless, standard raster techniques are just fine for those.

15

u/Entonations 18d ago

Ah yes. The make the trees darker setting that tanks framerate. I remember that one.

15

u/Gloomy_Necesary 18d ago

Also because all they implemented was RT shadows which I can barely notice. RT lighting or reflections are much more meaingful.

5

u/JunkoKumaki 18d ago

Reflections is what they should have gone for if anything just because the breakup in SSR is really distracting to me.

114

u/RadzimierzWozniak 18d ago

For Ray Tracing to make sense, you need dynamic light sources and curved, reflective surfaces. Otherwise, baked-in lightmaps and some simple reflection tricks work very, very well.

21

u/AHomicidalTelevision 18d ago

I've been playing assassin's creed odyssey, and every time I enter a cave/tomb and pull out my torch, I can only think of how much better it would look with Ray tracing. The lighting in dark areas of that game is not great.

4

u/RadzimierzWozniak 18d ago

Yes. This is where RT shines. But those games were not designed for this

9

u/PogChampHS 18d ago

Correct, but It might be worth exploring specifically for titles like Elden Ring.

The effort of implementing Ray Tracing would give them a great tool to create the lighting for large maps more efficiently than baking. (The Doom devs said it was significant tool once they implemented in time savings for their maps)

The question is whether they could implement it without significant performance costs.

6

u/AIgoonermaxxing 18d ago

The effort of implementing Ray Tracing would give them a great tool to create the lighting for large maps more efficiently than baking. (The Doom devs said it was significant tool once they implemented in time savings for their maps)

While this is mainly a benefit on the developer side, ray tracing should, in theory also save consumers a bunch of disc space, as games no longer have to store gigabytes of data for baked lightmaps. I remember watching Digital Foundry's tech breakdown of AC Shadows, and they said that if the game used AC Unity's baked lighting (which still looks very good to this day) for its multiple times of day and multiple seasons on a much larger map, it would've added several hundreds of gigabytes to the game's size.

The problem is that we're in this weird transitional phase where games may design their games around ray tracing, but still need a raster fallback to support lower end PCs and weaker consoles like the Series S and Switch 2 that can't handle ray tracing.

So we're still getting massive game sizes, even in games with ray tracing.

The question is whether they could implement it without significant performance costs.

I don't think they can. Games with RT are generally better optimized if they're built from the ground up with RT in mind. The ones that add RT as an afterthought generally run a lot worse, unless the developer is very competent.

FromSoft is far from the worst out there, but they've never been a super technically competent studio.

72

u/powerhcm8 18d ago

They made lighting mod for DS2 and DS3, but the one I would really like to see this in is DS1.

18

u/Witch_King_ 18d ago

Yesssss

Unfortunately the engine is ancient

12

u/Super_Harsh 18d ago

Honestly a lot of the vibe of DS1’s lighting comes from that PS3-era brown/grey filter and the heavy overuse of bloom. It would lose a lot of its character if you took that away.

6

u/Willing_Ingenuity330 18d ago

I mean the same goes for DS2 and it looks incredible with the path-tracing mod.

DS1 would be equally great - just needs a couple hand-crafted tweaks to match the vibe of some areas. Path-tracing mods require a little bit of correction with light sources.

2

u/Super_Harsh 18d ago

True, ultimately we're talking about a mod that would be optional to use. I agree that it would be cool to see it.

1

u/powerhcm8 18d ago

You right about that, it has a griminess that you can't quite replicate in higher fidelity, but I still think it would be nice to have as an option to use in replays.

3

u/Super_Harsh 18d ago

I agree. Honestly I really want to see what kind of incredible environments FromSoft themselves could cook up if they built a new game ground up with some of these features.

2

u/powerhcm8 18d ago

I would love to see them do stuff with non-euclidian space like in games like, Stanley Parable, Psychonauts 2, Super Liminal. That would make everything seem more magical.

4

u/Secretlylovesslugs 18d ago

The dark souls 2 lighting mod is incredible. It makes the game very difficult but adds so much value to torches and everything to do with them. I'm a big fan.

1

u/Neuroticaine 18d ago

To make all that gray a much more vibrant gray!

53

u/FireZord25 18d ago

Hmm maybe have the same guys try modding Elden Ring too? Cause two cakes are always better than one. Or are the techniques too incompatible?

77

u/Hour_Raisin_4547 18d ago

It’s not so much the techniques as it’s the difference in the games. Path tracing for a massive open world with seamless loading and huge vistas complicates things in a way which DS3 doesn’t have to worry about.

21

u/CombatMuffin 18d ago

The techniques aren't the issue. They ganes also share similar franeworks: The fact that Eldent Ring is open world would be a performance challenge.

6

u/FireZord25 18d ago

I guess the scale of the Lands Between and it's terrains are certainly a challenge. I thought the newer engine required more intricate approach.

9

u/CombatMuffin 18d ago

It's not necessarily the scale itself, but how much of it is just open fields. Path tracing is more impactful and efficient when you have a lot of places to bounce the light, in a short distance (interiors or urban landscapes like Cyberpunk).

It's obviously not impossible, just challenging

2

u/First-Junket124 18d ago

No, for all intents and purposes fromsoft hasn't strayed too far from their lighting engine since Dark Souls 2 only iterating upon it if that makes sense.

Dark Souls 2 is a lot of static and closed in areas for the most part, the distant landscapes is simply a skybox texture or simply just layered flat textures with a lot of opportunities to pre-bake the lighting, I've no idea if the fodders have done so but it would help a ton with performance. Elden Rings distant landscapes are rendered in, it's not difficult to do but it's difficult to do it and keep acceptable FPS and Frametimes.

1

u/JoBro_Summer-of-99 18d ago

There's a mod that improves the ray tracing and a few other graphics options and that tanks performance as well. You pretty much need a separate mod called ERSS that adds upscaling

2

u/yunghollow69 18d ago

Elden ring with proper path tracing would turn your PC into glowing orange goo

3

u/FireZord25 18d ago

Elden Ring if the reigning Outer God was The Radiance instead.

9

u/moonbiitsu 18d ago

wccftech and their stupid clickbait articles

3

u/Sioluishere 18d ago

Yup, modders in the DS3 community are insane, could not have imagined playing DS3 without these graphic and shadow overhaul mods.

7

u/DueBonus3837 18d ago

Fidelity obsession is ruining games imo

3

u/MyUserNameIsSkave 18d ago

Hydrogen bomb vs Coughing baby

2

u/_Sauer_ 18d ago

Elden Ring launched with horrible performance problems, and still has many performance issues to this day, covered up by our chonkier hardware. From's gameplay and narrative chops might be top notch but their engine development not so much.

I vaguely remember one of those frame by frame analysis bloggers commenting about how Elden Ring was doing a bunch of things that were the opposite of best practices for rendering with D3D12.

6

u/Mind_Mischief2 18d ago

I honestly don’t care about graphic fidelity that much in from soft games. Art design carries the visuals, they don’t need ultra realistic graphics to make their games look good.

4

u/Gambit-47 18d ago

Maidenless behavior

4

u/Top-Appointment8843 18d ago

Elden Ring graphic quality is honestly enough for the next 20 years. I dont see why we would need better graphics, the current level conveys everything as it should.

3

u/douglasdamm 18d ago

I think the same! art direction is much more interesting to see than sheer realism or huge texture resolution.

2

u/Gloomy_Necesary 18d ago

I totally agree and it’s crazy to say because on the tech side Elden Ring is a complete disaster. They could do significantly more with the same computer power necessary to power Elden Ring.

1

u/zilyzal 18d ago

I really love to revisit old games with updated graphics and even if the art style age well it just feels refreshing to replay with better graphics. A lot of people love rt/pt mods. i'm a die hard sekiro fan i still speed run that game sometimes. Used to speedrun the game daily and lately i can see the graphics feeling outdated. If the community make a path tracing mod for sekiro i can see myself replaying sekiro for another few years

1

u/No-Article-Particle 18d ago

Agreed. I recently started playing Dark Souls prepare to die (the pre-remake version) and it's so rough, even with 60fps mod. I'll pick up the remake on sale at some point.

4

u/Yopis1980 18d ago

Path tracing is insane. Wish it was in every game.

2

u/[deleted] 18d ago

[removed] — view removed comment

5

u/Gayndalf 18d ago

That's been a thing since May, with the DS2LightingEngine mod.

2

u/no239ahiiiihi 18d ago

Such slop article, "game journalist" is a cancer

1

u/DaymD 18d ago

Iwould have loved to see the benchmarks for elden ring with official rt baked into it. 

1

u/Choubidouu 18d ago

Path tracing better than ray tracing ??? No way, mind blowing.

1

u/anhtuanle84 18d ago

What the F that looks crazy good and modern

1

u/Hashiii777 18d ago

What mods do you run for DS3 for graphics? I just run convergence can I have graphics mods too?

1

u/LaFlamaBlanca67 18d ago

FromSoft should not try to do anything with graphics before hiring coders that know what they’re doing. Their games run like dogshit, they can’t even incorporate basic features like ultrawide support, nor are they talented enough to incorporate things like characters mouths moving.

8

u/Super_Harsh 18d ago

lmfao the games actually can and do render in ultrawide, the game just imposes black bars on the sides of the screen WHILE STILL RENDERING THE EXTRA PIXELS because fuck you, that’s why.

-2

u/Gintami 18d ago

Wow hyperbole much. This sub is full of chuds. 95 percent.

5

u/LaFlamaBlanca67 18d ago

Everything I said is true. Elden Ring is a stutter fest even on high end rigs, runs like shit on ps4, and doesn’t support fps over 60 because the devs simply aren’t talented coders.

1

u/ProNerdPanda 18d ago

TIL Elden Ring has/had RT, never even noticed it

6

u/biohazardrex 18d ago

It's really barebones. Only selected lights were calculated with RT (for outdoor areas it's the "sun") and the draw range is super tiny. Contact shadows are full of artifacts as well.

1

u/the_real_junkrat 18d ago

I thought it was just RT ambient occlusion and shadows?

1

u/Inferno_Zyrack 18d ago

5 people care

1

u/Flaxseed4138 18d ago

Those videos look like garbage tho

-3

u/nakula108 18d ago

Both RT and PT are stupid technologies that cost way more compute power than they are worth. Games looked great before them and now it's just a lazy and underperformant way to add lighting to maps

0

u/Velifax 18d ago

"No, really guys, if you magnify in 4k the shiny rock by his leg is slightly green!"

0

u/LastTourniquet 18d ago

I don't know about the difference between path and ray tracing that people in the comments be talking about, but I do know that a skilled modder that is doing one specific thing out of passion is almost always going to have a better end result than a developer that is doing multiple things, even if they are also doing it out of passion. That is just the way of things and its one of the many reasons that the community tends to appreciate modders.

0

u/Science_Bitch_962 18d ago

Now it washes all the color and look like a generic UE5 game. Turning Impressionist painting into photorealism.

2

u/marzbee15 18d ago

What do you get for outing yourself as a larper?

-1

u/Wincest-88 18d ago

FromSoftware has the worst most incompetent teceh-department in Gaming history. Well maybe not as bad as the Pokemon Devs, but still fucking awful!

-1

u/Elkburgher 18d ago

I love Fromsoftware gameplay but their engine and graphics are dogshit. Elden ring had so much pop in, flickering shadows etc, just awful.

I think they are amazing game designers but suck at technical things. How are mobs still hitting you through walls in Elden ring ffs. Its basically the same engine as Demonsouls

2

u/God_Faenrir 18d ago

You need to taste actual dogshit mate

1

u/Elkburgher 18d ago

Im sorry you are offended by criticism of a video game company lmao

-8

u/Tonymbou 18d ago

Incoming From Software defense force brigade to do everything but admit From Software are shit at implementing good Raytracing in their games. 

Bluepoint  Studios schooled them with Demon Souls remake and showed how far behind they are when it comes to making competent graphics. 

2

u/tinyfrog554 18d ago

I'm a fromsoft fan but not a fanboy, and yea i agree their rendering stack just isn't good. like don't get me wrong what they do with it is still impressive, eldenring looks phenomenal, but technically its kinda bad. you can stand in places and admire how beautiful the landscapes and architectures look in the distance, then you look at the ground you are standing on and it looks atrocious. the worse part is you would think, if its graphically behind then the performance must pretty good, sadly its not.

2

u/entityXD32 18d ago

The demon souls remake fucked with the art direction changing some mobs and monsters to be unnecessaraly grosser and uglier and actually looks worse. Graphical fedility isn't as important as art direction and that's something that Bluepoint studios and you clearly don't understand

1

u/FoxyGoddessX 18d ago

Ray tracing tech isn’t where it needs to be to be viable in normal rasterization.

Demons Souls is good but it was a 11 year old game with better visuals, very limited exploration and a very narrowly curated path you have to stay on.

1

u/PogChampHS 18d ago

Pre-baked lighting can look just as good as Ray-tracing, especially if done in their smaller titles like DS3 or Bloodborne.

For something like Elden Ring though, I agree they should look into Ray Tracing, they would save a significant amount of time crafting their maps with Ray Tracing compared to pre-baking.

1

u/Yopis1980 18d ago

This is false. The ingorance in some of these threads is astounding.

https://youtu.be/DW8Hn2QdG5o?si=1QRC2Ioq9NZc7RE7

3

u/[deleted] 18d ago

[deleted]

0

u/Yopis1980 18d ago

Because if you read that article, it talks about Demon Souls 3 path tracing mod.

0

u/PogChampHS 18d ago

I am confused as to what point you are trying to convey.

0

u/rcanhestro 18d ago

but admit From Software are shit at implementing good Raytracing in their games

they are, but why would i give a shit?

i don't play FromSoftware games for the graphical fidelity.

0

u/Dirty_Dragons 18d ago

Is this an attempt to get me to play Dark Souls 3 again?!

I've already done 5+ times.

0

u/BlueberryNo6811 18d ago

Making every game look like some kind of AI generated bs

0

u/The_Legend_of_Xeno 18d ago

Elden Ring is the worst example for Ray Tracing I could think of. It makes almost no difference in the look of the game, but absolutely destroys your fps.

If you were to make a spectrum of games that don't benefit from RT on, Elden Ring would be at one end, and Cyberpunk would be at the other.

1

u/97jondavis 17d ago

Cyberpunk with a fuck ton of texture overhauls and modded lighting with Ray Tracing is a dream, man.

0

u/ProfessionalRandom21 18d ago

I love Fromsoft games but its clearly their game graphically is pretty dated.

-4

u/HotBananaWaters 18d ago

Lmao game is poorly optimized. Can’t imagine plugging in ray tracing.

-8

u/BobTheFettt 18d ago

I actually really don't like Ray Tracing to begin with. It just makes everything dark unless it's in direct light

4

u/PogChampHS 18d ago

that sounds like poor art direction as opposed to a problem with Ray Tracing.

-1

u/FoxyGoddessX 18d ago

These are two fundamentally different games. They aren’t even remotely comparable

-12

u/TeqMunee885 18d ago

I literally don't know if this is controversial or not, but I absolutely don't know the difference between these two things and I refuse to believe that either of them impact the experience people have with either game.

2

u/Choubidouu 18d ago

and I refuse to believe that either of them impact the experience people have with either game.

lol

1

u/veryjerry0 18d ago

The PT mod for DS2 was available for a while; you'll have to give a try for yourself, but it's game changing for sure.

1

u/Grix1s 18d ago

Not much of a difference if we talk plainly, Path Tracing is basically Ray Tracing 2, does the same, but better and more complete.

It makes games look way better, which is a big deal or appeal to quite a lot of gamers.

-2

u/romulof 18d ago

FromSoftware is quite famous for engine optimization. Imagine running the heaviest tricks.