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Change sun size with "sun_angle" variable and see how shadow edge changes.
Yes, Q2RTX simulates reality-like lighting much better than other games. As if it's a bad thing.
https://steamcommunity.com/sharedfiles/filedetails/?id=2355026276
Feel free to just play Quake 2 XP if you think it's just as good as realtime ray tracing.
https://www.youtube.com/watch?v=r9vXz9-C-AY&ab_channel=DigitalFoundry
lolwhut
I never said it was. I said that the new textures are where most of the visual improvement is coming from. The addition of RTX merely makes it look *different*, not better.
You're still not getting it, are you? Realistic does not equal better. shadows with sharp edges look better regardless of whether they're more realistic or not. Being able to see what I'm looking at is better regardless of whether it's more realistic or not.
Every single pixel you see in Quake RTX is ray-traced. Not just reflections and lighting. We're far from replacing traditional, rasterized graphic rendering and we might never fully replace it, but it's still cool to see what's technically possible already.
Why are you even here then? Play Quake 2 XP, it has sharp dynamic shadows.
You'll see this a lot, games include software features that aren't fully supported.
Just like high resolutions AAF and FSAA 25 years ago. The options where there but very few games supported them AND if they did the support was so vague or limited what was the point? It still looked better if only slightly.
How many went with Direct 3D because OpenGL could look much better when it came to supported features but ... most didn't care to put that much more effort into a little more polish and detail. Glide had some really cool features but was quickly abandoned.
As for resolutions ... Sure you could set the monitor to 1600x1200+ but I think actual resolutions were between 640x480 - 1024x768. Most of it wasn't fully supported just stretch and distorted. I assume they just went by common projector POV volume rather than supporting 20 resolutions when roughly 4 would be used. It wasn't necessary THEN.
So that's how it's going to be with everything, it only matters when they fully utilize it, if ever.
Also, control and exodus are kinda bad to test rtx. They weren't made with RTX in mind. You need to have devs show off the thing, so you can actually notice it. Even Quake is more like a tech demo, rather than a proper feature show-off.
The best part about RTX is:
- Real-time reflections of things you cannot see directly. That is the hardware limit of other videocards - they cannot properly "reflect" things your camera doesn't see.
- Proper refractions
- Complex reflections(light reflected multiple times)
If you want a PROPER tech show-off, look at minecraft texture pack authors:
https://youtu.be/eA-aJz7xIQw
RTX is a thing best felt through moving the camera with your own hand, and WASDing on your own.
Or at least timelapses with the sunlight on a reflective, almost-dark room is kinda fitting.
I don't know your background, but there is also more to the story under the hood of ray tracing when actually making the game. So, if you are not a dev, then you only see half of the whole picture of ray tracing, because you may only be a consumer.