Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
This is Marty explanation:
I see a lot of comments concerning the "it's not ray tracing, it's screen space".
Allow me to clarify a few things: the term "ray tracing" already defines what it does, tracing rays. If I do that by calculating ray/triangle intersections by traversing a BVH like the RTX stuff does it or trace rays in screen space and compare the Z buffer against it, does NOT matter. I am aware that the term "Ray Tracing" has been used a lot lately in connection with RTX but that does not falsify the usage of the term for other applications, I haven't named it like that for clickbait.
Unigine's latest benchmark "Superposition" contains an implementation they call SSRTGI - Screen-Space Ray Traced (!) Global Illumination, highly similar to what I'm doing on ReShade. So they are calling it Ray Tracing as well, are they wrong, too?
How is it different from screen space reflections that are widely used?
Armor area in the very beginning - why is it so bright? Does it use prebaked lighting from Q2? There are no sources of light there, in Q2RTX it's quite dark:
https://imgur.com/a/V556knH - you can see in the second screenshot work of realistic GI, light from sky being reflected from rock surfaces behind player finally ends on the ground and is partially obstructed by player forming his shadow.