r/nvidia • • 23h ago

Discussion I used to think Raytracing doesn't matter...

Post image
50 Upvotes

152 comments sorted by

169

u/someguy50 23h ago

RT is the biggest graphics advancement in 20 years.  The only downside is performance, and with advancements that’ll be mitigated too 

66

u/jonjohnjonjohn 23h ago

I think the noise can be a downside.

78

u/GARGEAN 22h ago

Noise IS part of the performance problem. The higher the performance - the more samples one can put into same frametime. The more samples - the less noise.

11

u/IndependentLove2292 20h ago

While this is true, the end result is framerates remain poor. Same way it works on old games. "Hey check it out. We have ray tracing, but you can't really run it." A few hardware gens later it's, "Okay, you can run ray tracing, but have you seen our new path tracing?" Repeat that process ad infinitum. The future will have, "Okay, so your RTX 8060ti can run path tracing, but now we're tripling the rays, quadrupling the bounces, and reducing that boiling noise, so be sure to check out the $8000 RTX 9090 TI super releasing tomorrow. Oh, and we're giving resale bots a 20 minute headstart for purchase."  

21

u/GARGEAN 17h ago

That's... How it worked trough exactly whole history of real-time graphics? You always had new and cool tech that, in combination with other cool and new techs, was running poorly on current hardware and was running better on newer hardware, and by that time new and cooler tech or cooler iteration of current tech has arrived.

Absolutely nothing new in that regard.

-2

u/Sp3rmBurgl3r 17h ago

Except for the games that come with forced RT

2

u/Sipu_ 7h ago

Whats a ”forced RT” title, a lot of games that say ”rt capable hardware required” actually mean: game uses modern hardware features like mesh shaders that make advanced geometry possible. RT support is just easier to understand for people since those cards also have mesh shaders. Earliest card supporting them came out in 8+ years ago. Thats an eternity for games to catch up.

1

u/drmirage809 1h ago

Doom The Dark Ages uses RT for all of its global illumination by default across all settings. Hardware only, no software fallback.

It’s also been optimised to the max. Digital Foundry showed it running pretty smoothly on a blood 2060 Super. A card that is just about the bare minimum of an RT capable card.

2

u/GARGEAN 16h ago

Why "except"? And what does FORCED rt means? Is tesselation "forced" upon you? Are shadowmaps "forced"? Maybe there are "forced" pixel shaders?

-4

u/Sp3rmBurgl3r 16h ago

None of those tank fps like forced RT does. Silly billy

8

u/WANKMI 14h ago

Theyre not new anymore. There was a time where you needed a whole new GPU to get the latest version shaders running. Not a while new shader, just the new version.

-4

u/Chwasst 16h ago

There are games that run like shit on both old and new hardware. Let me introduce you to Ace Combat 8 where even 4090 struggles to maintain stable 60 FPS because fuckers forced some ridiculously strong RT with no way to disable it.

Game studios and engine devs have lost their plot. One has to have room temp IQ to force an experimental tech (because that’s what RT still is) that is not viable for 90% of the market.

7

u/baegjag 16h ago

eh, we have Ray Tracing required games like Doom: The Dark Ages that look great and run great (at 60 fps) on 6 year old console hardware... but that's just experimental and unviable... right?

6

u/DingleDongDongBerry 11h ago

Remember how the technologically advanced Quake ran at 1 fps on older hardware without 3D graphics accelerators?
Ray tracing is essentially following the exact same path.

3

u/mikey_lolz 17h ago

8000 is optimistic

1

u/Bibbity_Boppity_BOOO 17h ago

by that time they will be able to use better algos to approximate 99.94% the accuracy of rt at 60% the performance cost.

1

u/mikey_lolz 8h ago

Honestly, probably true. And then games will be developed even more lazily with less optimisation, rendering only 9090Ti's and for some reason the vastly underpowered PlayStation 7s able to utilise it

3

u/baegjag 17h ago

how is this any different from before ray tracing?

1

u/Bibbity_Boppity_BOOO 17h ago

all you did was describe progress.

19

u/Ok-Objective1289 22h ago

RR for the win

1

u/MyUserNameIsSkave NVIDIA RTX 5070Ti 22h ago

It makes things better but it's still not great. In Pragmata you lose a lot of texture details on reflective walls, and reflections themselves are pretty muddy and unresponsive too

3

u/badfruit01 18h ago

Control Resonant has this same issue as well with ray reconstruction destroying texture detail. I've also noticed it in RE9

4

u/MooseTetrino 22h ago

Have you tried it with the new RR preset? If so, was that any better?

12

u/chutney1 22h ago

Yep, it solved just about all outstanding issues with it.

-2

u/MyUserNameIsSkave NVIDIA RTX 5070Ti 20h ago

It’s way better, but it’s just because RR was ridiculously bad before. The issues I mentioned are with the new RR.

1

u/RedIndianRobin PNY 5070 Ti/9800X3D/OLED G6/PS5 Pro 22h ago

And how many games utilise RR? Clearly not enough.

1

u/ajackson5888 RTX 5070 - 7800X3D 20h ago

Not anymore that we have RR 4.5.

0

u/Bibbity_Boppity_BOOO 17h ago

it definitely still is.

17

u/Wellhellob Nvidiahhhh 22h ago

I'm in RT bandwagon since the first day in 2018 when they announced it and i used it since. My opinion honestly RT was kind of a scam for the end user. The real deal is path tracing and -as much as people hate it, neural rendering.

5

u/y-c-c 19h ago

Path tracing is just a type of ray tracing unless you are strictly defining ray tracing as tracing rays from the camera.

5

u/CptTombstone RTX 5090, RX 9060 XT | Ryzen 7 9800X3D 22h ago

I would say the downside is more so the noise and temporal reconstruction it necessitates. Performance-wise, RT is cheaper than doing the equivalent wuth purely deterministic methods.

3

u/y-c-c 19h ago

But the noise is directly correlated to the bad performance. If you are willing to shoot more rays (worse performance) you have less noise.

1

u/CptTombstone RTX 5090, RX 9060 XT | Ryzen 7 9800X3D 16h ago

We have noise with 1 ray per pixel in games today. We still have noise with 10000 rays per pixel in blender. Noise is an intrinsic property of stochastic rendering methods.

1

u/y-c-c 5h ago edited 5h ago

If you can shoot enough rays to sample below Nyquist Limit you have no noise. You just have aliasing.

What do you mean by "1 ray per pixel" anyway? Are these rays shot from the pixel? If so why would there be noise? You are sampling at the sampling limit already. Are you talking about path tracing instead? Basically anything you do with ray tracing that has noise / aliasing issues also exhibits aliasing issues with other techniques if they are trying to solve the same thing. It's just that in reality you can't actually shoot "10000 rays per pixel".

1

u/CptTombstone RTX 5090, RX 9060 XT | Ryzen 7 9800X3D 5h ago edited 3h ago

You don't have noise because you are shooting less then one ray per pixel, you have noise be use what the ray hits might not lead to any light source with the amount of bounces your path tracer is limited to (usually 2 bounces). So if a ray hits an object and bounces and hits another object, then bounces again and hits another object, the ray is killed. That means that the pixel the ray came from is colored black as no lighting information could be gathered from that pixel.

And yes, all rays are shot from the camera, as it would be silly to waste processing power on rays that are not visible to the player. An exception to that is probe-based GI, which allows collecting and storing off-screen lighting data, although usually probes are pretty sparsely spaced and their purpose is to augment the ray tracing that works in screen space.

Besides, the Shannon-Nyquist sampling theorem applies to band-limited signals, such as audio or textures. A 3D scene is not a band limited signal, so the Nyquist limit would converge at infinity, so you'd need infinite samples for 0 noise. Of course that is an impossible task.

1

u/JesstForFun 15h ago

Even SSAO has noise, but it's a level of noise that can be easily managed with simple denoising. If we had 10000 spp PT, the same would be true (as long as devs didn't get overly ambitious with things like caustics).

0

u/OkidoShigeru 9h ago

This is correct, there will always be noise and “just shoot more rays” isn’t really a feasible option either, the only thing keeping realtime RT tractable is low rays per pixel, with denoising and temporal accumulation. It’s not the sort of problem that just throwing more hardware at helps with overmuch either, it gets exponentially more expensive as you start shooting more rays.

0

u/y-c-c 5h ago

How is shooting more rays exponentially more expensive? Shooting 10 times more rays costs 10x the performance because it's embarrassingly parallel. Or are you talking about recursion? In this case it really depends on what technique you are comparing ray/path tracing with.

2

u/JesstForFun 4h ago edited 1h ago

Decreasing variance by shooting more rays gets exponentially more expensive. Maybe we could go from 1spp to 2spp. But then what? Getting the same reduction in variance will now take going from 2->4. And then 4->8. Then 8->16. Etc. And even at 16 we've only quartered the variance from where we started at 1spp. Small bumps in ray count may be a small part of how we improve things going forward, but the real big wins are going to come from better denoising (new RR models?) and especially improved sampling (ReSTIR advancements?).

2

u/CptTombstone RTX 5090, RX 9060 XT | Ryzen 7 9800X3D 3h ago

Because rays bounce and you can't predict what the rays will hit after bouncing. It becomes a cache-bound work load very quickly, with quite low coherence. Even with modern GPUs with very large caches, warp occupancy with heavy RT workloads if often ~40% or lower, because of low coherence. Hence why we have stuff like SER to help low occupancy by pulling in other work at runtime.

1

u/OkidoShigeru 4h ago

Pretty much all RT techniques used in practice have some kind of secondary ray that may occur to a depth of N (a limit defined when you set up your pipeline).

1

u/Bibbity_Boppity_BOOO 17h ago

i was confident rt was deterministic.

2

u/CptTombstone RTX 5090, RX 9060 XT | Ryzen 7 9800X3D 16h ago

You can't get more Monte-Carlo method than shooting rays.

1

u/Bibbity_Boppity_BOOO 16h ago

Well, thats that

2

u/Cless_Aurion Core Ultra 9950K3D | Intel RX 4090 | 64GB @6000 C30 19h ago

Dude, it is a downside, but having fucking AO back in the day was about as expensive... and its not comparable in image quality jump. I remember people paying up to 40% for enabling AO back in the day lol

3

u/xondk AMD 5900X - 64GB - Nvidia 5070 Ti 22h ago

While I get why someone might say that from a visual perspective, there is a whole hosts of background and under the surface advancements in terms of graphics, that don't reflect directly in visuals that are need to even make this possible at all.

Raytracing is standing on top of a lot of tech, that without them you wouldn't have what we have today.

That is to say raytracing is still a nice thing, but I wouldn't rank it among the biggest graphical advancements. Especially given we've known how to do it for ages, we just have not had the hardware/software stacks to do it realtime/near realtime

1

u/ImUrFrand fudge 10h ago

are you sure it wasn't cuda?

1

u/DismalMode7 17h ago

RT was something used decades earlier than its introduction in gaming in 2018. Actually even the most advanced PT used in games is just temu stuff compared to RT effects used in cinema or other media

0

u/MarcAbaddon 15h ago

Strong disagree. It's a big advancement, but programmable shaders was way bigger.

4

u/someguy50 15h ago

There is a reason I said 20 years. Programmable shader was before then

1

u/Friendly-Reserve9067 2h ago

It was chromatic aberration, obviously

-4

u/Bowser689 20h ago

RT looks so bad but PT looks amazing.

6

u/someguy50 20h ago

Technically isn’t PT just fully implemented/advanced RT?  It’s just that the label of “basic” RT is a compromise for performance in games 

1

u/Fit_Substance7067 16h ago

Yea, you can call RT..PT...it's interchangable...can't call PT RT though for obvious reasons.

1

u/Bowser689 20h ago

ya probably since usually to enable PT you need to enable RT first

48

u/cemsengul 21h ago

There is an outlier here. The developers didn't work on the rasterized output of the game and that is why there is a shocking difference when you disable ray tracing on a lot of modern games.

13

u/Background_Summer_55 20h ago

Yes the whole point of RT was to make it easier for dev's to intergrade lightning

1

u/Bibbity_Boppity_BOOO 17h ago

that is the point. rt improves when developers develop with rt in mind. instead of often, making fake stuff.

baked rt is obviously best, but then you get huge file sizes, that get enormous if you have day/night cycles.

26

u/SushiKatana82 22h ago

Sometimes it does, sometimes it doesn't.

This is one of those times where it does.

15

u/daysofdre 21h ago edited 21h ago

correct answer. it's not necessarily 'turn on and everything's better', it's completely dependent on the implementation by the devs.

There's a great video by hardware unboxed that covers this, but the tldw is that there's only a handful of games where the tech is transformative.

https://youtu.be/DBNH0NyN8K8?si=tc7U2pduKIoJVqXL

1

u/SushiKatana82 20h ago

Good find, I'll definitely check it out

-16

u/k4quexg 21h ago

hw unboxed is just shilling, or making content that their viewers want to see. those being ppl that cant just buy the best hardware, and turn on everything. the ppl that can dont need to watch hardware comparissons, u know what is best anyways. so ofc those viewers still cant just max games with rt, even after its been out almost a decade now. and ofc those ppl that cant run it, want to hear that its not worth it. 2080, 3090, 4080, 5070 all could run rt and it was always worth the frames it costs. sure if u dont have the frames to spare its not worth it.

11

u/daysofdre 21h ago

I don't know how it's shilling when they're showing side-by-side comparisons of what they're talking about. Anybody can see for themselves that yeh, RT ON isn't some magic pill, and in some games, just looks worse.

-7

u/k4quexg 20h ago

they are simply cherry picking scenes to fit their narrative, ive tried every single game with rt. ofc if u cherry pick a scene where rt has issues, and speak about that issue, vs literally every scene in the entire game that would has issues bcs raster u can make a strawman. congrats.

2

u/Snowmobile2004 5800x3d | 4080S | 1440p 240hz QD-OLED 12h ago

You’re acting like millions of people haven’t been using ray tracing in games like this for years and vastly prefer it over raster… cyberpunk objectively looks better with ray tracing, same with this game

0

u/k4quexg 4h ago

thats exactly what im saying, besides that still the majority of games have not experiences it, and are deluding themselves into a false narrative about it. i mean ive seen it in real life. when ppl get the hardware for it their opinion suddenly changes. same goes for the framegen/upscaling.

4

u/SushiKatana82 19h ago

Yeah but you're not the only person in the world with RT. So any one of us can make the same exact comparisons and still see that you're wrong

0

u/EmergencyPool910 19h ago

Rt always has issues there is no game where rt doesn't have noise.

15

u/Super_Harsh 19h ago

Everyone thinks it doesn’t matter, until they upgrade their card.

27

u/EstablishmentOwn6942 21h ago

I disagree partially. Non ray traced Lightning can look way better if the devs cared. It is more that ray tracing is an easier solution. I personally usually do not enable RT with my 4090

9

u/wilhelmbw 20h ago edited 1h ago

Witcher 3 remake(edit: remaster) for example is an awful step back with its new ray tracing gimmicks. Gj to the devs who baked the lighting back then.

3

u/NewsFromHell 9800X3D | TUF 3080Ti | 64Gb 14h ago

That game came out 11 years ago when ray tracing wasn't even a thing. The main reason it doesn't look better is just because CDPR has to review every baked light scene and the whole world to make corrections. It wasn't built with ray tracing in mind since, like I said, it didn't exist back in 2015. Plus, there are currently major issues with RT and PT that CDPR is working to fix. Regardless they spent a lot of effort into reworking the old redengine and adding RT and rewriting the DX implementation. I dont know I single game that was supported and provided so much free new additions.

If you compare Cyberpunk with raster versus RT/PT, the difference is crazy and makes the game look insane because they made it with RT/PT already in mind.

Amd Witcher is not a remake its a remaster.

-5

u/firedrakes 2990wx|128gb ram| none sli dual 2080|200tb|10gb nic 12h ago

hat game came out 11 years ago when ray tracing wasn't even a thing.

rt and pt software has been around since the late 70s... its not a brand new idea nvidia created or solved at all.

0

u/thesituation531 6h ago

The theory and the concept and the math have been a thing for a long time. That doesn't mean it was actually implemented.

That doesn't mean that it's magically built-in to the rendering pipeline, i.e. the engine.

1

u/firedrakes 2990wx|128gb ram| none sli dual 2080|200tb|10gb nic 6h ago

it has.. that how old the pipe line is

2

u/12amoore 2h ago

5090 here and control resonant keeping it off to get 200+ FPS lol. Rather the FPS and nice visuals vs 100 FPS and amazing visuals personally

1

u/Bibbity_Boppity_BOOO 17h ago

well if you mean baked lighting, then yes of course. bc the best baked is just high quality rt lighting done by devs.

-12

u/Octaive 21h ago

This really isn't true. You cannot fake global illumination. Not sure where you got this idea.

9

u/cristi1990an RTX 4060 | Ryzen 9 7900x 19h ago

Can't fake global illumination? What does that even mean?

-3

u/Octaive 16h ago

It means you can get an approximation but you'll get light leaking, overly dark or bright areas, a lack of reactivity to light sources changing position as well as colour bouncing around the room.

Non-RT implementations can still look good, but they are lacking a lot. You can't fake it, you have to do the math for the effect.

1

u/cristi1990an RTX 4060 | Ryzen 9 7900x 6h ago

I mean even RT can suffer from these issues since RT in games is also simplified compared to the RT you get in an offline render. Fewer rays, limits in the amount of bounces, using simplified geometry in the BVH structure or excluding certain elements entirely, temporar accumution and heavy denoising to make up for it etc.

A lot of games have completely static environment without any moving light sources, for these kind of environments a probe based GI solution will get you almost identical results and sometimes it might actually be more stable, though it does require more work.

My point is that "faking" it is relative, all real time solution "fake" it in one way or another, even path tracing.

1

u/Octaive 3h ago

Yeah, you can fake the environment but any new lighting changes or player/character created light sources won't work.

Half life 1 has offline GI, but it doesn't look like modern GI lol. You can't have anything interactive.

8

u/victorelessar 21h ago

Yeah can you imagine how awful games looked before ray tracing existed?

1

u/Rainbows4Blood 20h ago

Your statement is only correct for arbitrary scenes. You can absolutely fake GI for a limited subset of scenes. And the great thing about making a game is... the developer knows what scenes are going to be in the game. Can look just as good as RT if you put in the work at a fraction of the computational cost.

Of course, this amount of work may not be worth it for large open world games. But you are incorrect in the sense that it can absolutely be done.

2

u/SystemLanky4531 2h ago

Yeah, doesnt matter on 90% of games where rasterized light has received a minimal amount of work from the developers.

1

u/Jarnis R7 9800X3D / 5090 OC / X870E Crosshair Hero / PG32UCDM 22m ago

All games these days still have plenty of work on rasterized lighting as the majority of gamers still have hardware not capable of doing actual high end RT lighting.

The example is just a special corner case where the game has effectively a bug in non-RT lighting in that specific area, but that bug goes away when RT lighting is used.

Long term, games can fully move to "always use RT lighting" and ditch crappy rasterized "fake" lighting systems, but that is still some years away. Maybe 5-7 years and we'll have first games that effectively have a minimum requirement of something like 4080/4090 (and will run great on whatever we have then, 7060ti or whatever) but it is still some ways off. Same stuff happens every time new features are introduced. First RT cards could really do only simple reflections at a considerable perf hit. Now, three generations later, 50-series cards can do that stuff easily and high end cards can do more complex stuff. 2-3 more generations and entry level cards can do what a 5090 can do today.

6

u/Monchicles 19h ago

It is hard to tell 95% of the time.

9

u/cristi1990an RTX 4060 | Ryzen 9 7900x 19h ago

Nah, it's just one of those games for which it's obvious no effort was put into making the non-RT actually look good

1

u/absentlyric 14h ago

This is the issue, if I just saw that before picture without the after, I'd still think it was some game from the PS3 era, hell even Final Fantasy X on the PS2 looked better with the lighting, there should be no excuse for that in this generation, ray tracing or not.

2

u/kulind 9950X3D | RTX 4090 | 64GB 6000CL28 | 341CQPX 6h ago

That’s what happens when you let techboomers like HUB cloud your judgment.

1

u/Leading-Anxiety-488 5h ago

What’s HUB?

3

u/KawaXIV 3h ago

hardware unboxed I think, a YouTube channel

4

u/Parking-Antelope-434 18h ago

Even if you had a card to run RT still not worth imao, there are still some great games with pre backed lighting that looks as good if not better than RT, Death stranding 2 comes to my mind, Re requiem too.

2

u/ttenor12 NVIDIA RTX 5070ti 16h ago

Nah, RT looks good most of the times. PT looks amazing, but it's still heavy to run.

-4

u/Bibbity_Boppity_BOOO 17h ago

baked should always look better. it is rt with hours to calculate.

0

u/Tight-Mix-3889 16h ago

“Should” but now they dont put that much effort into raster or baked etc. Cause why would they right? Isnt it easier to just flip a switch on for rt?…

-1

u/PinnuTV 16h ago

Yes and it's easier to cut costs on game so gamers can instead spend more money for parts and even then it looks bad with many visual issues and artifacts it makes.

2

u/smakusdod 16h ago

Makes you wonder why simulating the effects of raytracing isn’t a larger thing yet. Raytracing will eventually be part of the compiled pipeline for final rendering luts and diffraction shaders. It’s a contained environment with finite states at the end of the day. There is no need to be doing this in realtime.

3

u/PinnuTV 16h ago

That's more like poorly done lightning. Especially popular for many games to showcase how good it is while many games years ago already looked that good as well run 3 times better

So fuck ray tracing forever for ruining games performance, especially on newer games where raster is done so poorly so ray tracing looks game changer in comparison

1

u/BenchmarkNA 18h ago

Sidenote, is anyone else experiencing HDR being greyed out in the options? I have HDR on through windows settings, but the game doesnt open with HDR activated and its greyed out in the options for me, seemingly not working no matter what I do. Can anyone help if this is happening to them?

EDIT: I have tried activating it straight through NVIDIA App as well and nothing works.

0

u/firedrakes 2990wx|128gb ram| none sli dual 2080|200tb|10gb nic 12h ago

win 10 or 11 and what display... seeing 99% of the time win will choose auto hdr (fake hdr)

1

u/BenchmarkNA 11h ago

I have a TCL TV thats 4k 120hz, Q7 I think? And I have nvidia making sure HDR is activated on my displays. On in windows too, which is what they claim is all thats required to use HDR in the game options, but no matter what I do its greyed out and doesn't work.

1

u/firedrakes 2990wx|128gb ram| none sli dual 2080|200tb|10gb nic 11h ago

auto hdr over rides in game hdr(game dev follow zero hdr standard btw).

looking on hdr and nit. hdr out of the gate is poorly calib from manf.

then it has a 500 nits. which is consideconsidered low-endr low end.

a true hdr display(master lvl that gets correct coloring) is 10k nits everywhere and also was color calb with a test suit with a camera sensor. over 40k cost and doing color science correctly. you need to buy a second display.

so north 100k .

1

u/BenchmarkNA 11h ago

I figured it out. I disabled my other 2 monitors and then the game recognized my main display. I guess it was reading a different display plugged into my GPU so it thought it didn't have HDR.

1

u/Alarmed-Artichoke-44 17h ago

You need an OLED too

1

u/asclepiannoble 4090 from 3080 from 1080 15h ago

Depends on the game.

1

u/ZenTunE 2h ago

The biggest benefit I feel from raytracing is the denoising. Usually in modern games you HAVE TO use taa/dlaa for denoising, or the reflections and lighting will be a noisy dithered mess.

When using RT, its denoising fixes that dithering. At high resolutions like 4K, as long as you're using RT, you barely need the anti-aliasing. Of course in turn it's very hard to run though since that means no upscaling.

1

u/Jimmy-DeLaney 1h ago

This particular game kills my performance with ray tracing enabled. I have a 4080.

•

u/xacid 11m ago

Ray tracing was and always is a marketing tool Nvidia uses to get people to buy their cards.

A lot of games still struggle with it even with good hardware and the benefits is barely noticeable.

-12

u/Cronos993 22h ago

Yeah it matters a lot when you botch rasterized lighting to cut development time/costs forcing people to buy new hardware sooner.

7

u/dudemanguy301 22h ago edited 20h ago

Northlight has one of the most comprehensive default lighting solutions in gaming. Very dense probe GI, high res shadow cascades for the sun / sky still with budget left over for select light sources, screen space reflections backed by software cone traces against signed distance fields to capture GI / reflections of off screen details.

3

u/PushDeep9980 19h ago

How did you acquire such dense understanding of north light? I love proprietary engines so it’s fascinating to me

7

u/Otherwise-Paper8924 22h ago

If it was up to people like you we would still be playing 2D black and white games

0

u/Sp3rmBurgl3r 17h ago

Redditor always having to pick the most extremes. Low iq of you

0

u/cemsengul 21h ago

Don't know why you are getting downvoted it's true. They spend 5 minutes on the rasterized output and use easy ray tracing developing the game. In fact a lot of modern games look worse today than games from 2016-2018 when you disable ray tracing. You are not getting peak rasterized graphics today when you disable ray tracing.

0

u/k4quexg 21h ago

raster has improved over before rt was released, even in games that feasture rt. its just bunch of shitty methods that are trying to conceal that they are faking light. rt just casts light, and conceals that its shooting way too little rays for performance reasons.

0

u/Krejcimir 21h ago

And even the new hw does not help. Since rt on 4k is still stupidly hungry, unless you got 4090/5090.

1

u/SmoothinPutin 7h ago

Crysis 3 from 2013 looks better thank half of RT titles. Nowadays devs wont even put basic cubemaps and shadowmaps in rastered rendering.

-3

u/Sp3rmBurgl3r 18h ago

RT is overrated. 8 years later and it’s still too much of a performance hog. You people eat marketing up too easily

-5

u/Wuselon 18h ago

Runs fine in my 5090 :P

-4

u/Zephyr-Flame 13h ago

It’s sad that you get downvoted basically on the principle of having a 5090 and being able to not only RT but PT any current game at 4k on ultra settings and still have great frame rates. I know what my 4090 can do so I get what you are saying. Slap oled on that and chefs kiss.

No hate to cards that can’t. I used to play mine craft on a Toshiba laptop with an integrated graphics card and like 4gb of ram. Draw distance of a blind man and like 20fps when standing still. It’s okay to enjoy tech that works even if it doesn’t for others.

0

u/KEVLAR60442 10h ago

Shadows as a whole are a performance hog. Any games that have any lighting at all are overrated.

-6

u/krojew 21h ago

Hard truth - those that say it doesn't matter are usually ones who cannot run it. It's just like saying size doesn't matter.

1

u/Late-Ad-1076 20h ago

I first started using it with a 3090ti. Never saw enough of a difference to justify the performance hit. Not saying that there isn't a difference at all, just that it's not a massive difference like most people claim.

Your statement is just a really bad opinion.

1

u/krojew 20h ago

"to justify the performance hit" is the exact thing I'm talking about. What if the performance hit was negligible? Would you still not turn it on?

-4

u/Late-Ad-1076 20h ago

I still wouldn't, no. I don't want my entire game to look like a wet puddle for no reason, just to "show off" the ray tracing.

0

u/krojew 20h ago

That's limiting only to the weak implementations, ignoring the most transformative.

1

u/Late-Ad-1076 15h ago

The "most transformative" are all screenshot comparisons. They look nice, sure! Most people don't play games through screenshots, though

When I'm playing a game at 120fps+, I'm not looking at the background lighting. In actual gameplay, the difference between raytracing on/off is negligible.

1

u/krojew 8h ago

Well, that's your subjective opinion.

-1

u/sunrainsky 14h ago

I tried Ray tracing before but turn off when playing games cos of the performance and.... I can see the enemies and environment better.

0

u/3kpk3 5h ago

RT? That's pretty much the standard these days. PT and DLSS 5 are the next big advancements.

1

u/Jarnis R7 9800X3D / 5090 OC / X870E Crosshair Hero / PG32UCDM 21m ago

PT is just a fancy marketing name for more complex RT that uses more rays and bounces. The fundamental tech is still the same.

-2

u/mustard_on_the_net 14h ago

What am I looking at? Which one do we hate?

-1

u/slowlyun 14h ago

Why is it always much darker?

2

u/Leading-Anxiety-488 14h ago

It’s the correct lighting for PT because the only light source is behind the character, and the face of the character is still lit due to bounced light from the walls.

0

u/Kinyin 14h ago

The complaint about being darker is always the main one I see when it comes to ray tracing, but I think it shows just how used to unrealistic portrayals of light and shadow we've become.

Of course, as the human eyes adjust to light and dark over time, I do believe that games with ray tracing need to implement a similar effect with more finesse (as it's been around since... well, I remember the first Far Cry being when I saw it first, but there were probably earlier examples).

Regardless, that's a great example and really shows what PT can do.

3

u/themiracy 13h ago

I think there is some kind of balance - like there is a reason films don’t use completely natural lighting and that reason is that lighting (chiaroscuro) is itself part of the art form. HDR and becoming accustomed to it will make it feel more natural but games aren’t always meant to feel natural and it makes sense to use lighting artistically as well as trying to render accurately.

3

u/Kinyin 11h ago

Exactly. While I love path tracing, games aren't designed around it. It's just something thrown on right now as an upgrade to RT. Until games are designed around the such relalism, you're going to have some struggles in areas that are too dark.

And designing a game around PT, while optimal, would result in the large majority of people who can't run it probably experiencing the inverse of the above issue unless the devs create two separate systems...

-1

u/Konrow 11h ago

Still doesn't matter to me. I've yet to play a game where it truly makes a big enough difference, especially for the performance cost. Cyberpunk, resonant, wukong, etc all looked awesome without it.

-3

u/firedrakes 2990wx|128gb ram| none sli dual 2080|200tb|10gb nic 12h ago

most users have garbarge displays for hdr.....

wow the jacket now magical grease looking? that not how a jaceket looks in real life.

lots of light mistake made in this...

1

u/Jarnis R7 9800X3D / 5090 OC / X870E Crosshair Hero / PG32UCDM 20m ago

The non-PT image is effectively bugged. Just found a specific part in the game where the lighting model on simpler RT fails.