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Yes, I agree, this is exactly what i was saying in a previous post. I 1000% artistic =/= Realistic, thats my point, I also don't think realistic is always better than artistic, I prefer realistic, but i'm just pointing out how someone may find no RT to look better at times in these hybrid games. I think this will change when games are made with RT in mind as their primary lighting technique, but for now, with the hybrid games, I totally get how someone can find RT to not look much better than original IN SOME SCENES, most are just much better with RT
I already feel sorry for lighting artists and game designers because now they'll have to work twice and in a team to make sure not just the cooked lights look good, but also they have to strategically put light sources on maps in mind that those light sources will actually shine light into the worlds, while casting realistic and dynamic shadows. They basically have to work twice until path tracing will be the norm and there will be no more cooked/faked lights in maps.
You are saying the no RT looks better while it shows obvious visual issues and you also say that the RT one looks darker while in fact the no RT is the darker one, since there is no bounce lighting onto the buildings and environment. They stay in the dark.
If you don't notice the difference, that's fine, but you shouldn't claim that it is a gimmick, since Rasterisation and all the other feature are the actual gimmick trying to immitate reality. RT is the real deal. I can agree on the point, that scenery in games are first made with fake lighting in mind, and RT is an after thought which can ruin a scene artistically. Yet, for a game like that, Path tracing works.
Driving through the town, top buildings seeing reflected on the cars hood and windows, light rays playing with the environment and shadows being accurate. You will see these things if you keep playing with RT. But to each their own.
Are you only looking at the bottom right corner? That's the only part of the RT image that's darker, and it's not enough to hide any detail there, what's hidden is simply from the perspective.
https://youtu.be/s58tbglH4AU?si=4HpyEORsdfcQtME7
That's a really good comparision video.
Basically, RTX overdrive is a re-lighting of the game now that the power to handle it is available. Shadows adjust how sharp or soft they are based on distance and angle, realistically sharp or soft reflections appear based on the surface material doing the reflecting, proper tone mapping and realistic light bounce are added to everywhere in the game and can be effected in real time. How drastic of an effect this has on the image depends on the lighting of the scene but I think it's generally noticeable most of the time and it runs at 80FPS 4K or 120FPS 1440P on the high end cards that are meant for this sort of thing.
I can think back the last few years and most ultra settings vs high in games are not that different. Games like Read Dead Redemption 2 for example. RTX is pretty much ultra settings for light, shadow and reflections right now. RTX provides a larger graphical leap than most graphics options we have had in the past few years. Ray tracing will continue to be more effective as more power becomes available to use more ray traced functions in the future.
Leaps in graphical fidelity require much more power than they used to relatively. So it's true that the graphical enhancement vs the power/performance needed is getting worse but ray tracing is a path forward and better than what we had before which were pretty much minor tweaks that did almost nothing. The days of huge graphical enhancements that could be achieved in a single generation of graphic cards are gone and games are starting to reach photo realistic levels of quality, it makes sense that things will slow down in the graphics world so ray tracing is a source of excitement to graphics fans that put big money down on high tech cards. Effects meant for high tech cards now, will be playable on mid range cards a few years later so everyone has something to look forward to eventually.
Most people don't consider the limitations of their own monitor. If you don't have a good enough monitor that can do HDR 400 true black or have good color accuracy your not going to get the most out of ray tracing. Ray tracing is going to make the biggest difference in shadows and reflections only if you can have true blacks. The higher contrast ratios and better color accuracy is also needed when your in a highly lit environment where the light can wash out details on most cheap monitors. It's not a difference that you can actually see in a presentation or picture unless you have the hardware on your end to display it side by side.
Yes that's right not only are you going to need $1200+ for the video card but your also going to need to break the bank and spend $1200+ on a good enough monitor too.
We're talking about 2 different things here. RT in itself is not that demanding and not that huge visual change than Path tracing (overdrive) compared to anything really.
RT in itself does not even affect the fps that much, on the other hand
4090 on path tracing alone produce a whooping 18 fps
4090 on path tracing with DLSS enabled produce ~85 fps
4090 on path tracing with DLSS 3.5 produce ~110 fps
The default ray tracing makes some light sources,shadows and reflections better and more nice, but Pathtracing is what makes the game look amazing.
holy mother of cope
https://steamuserimages-a.akamaihd.net/ugc/2059887766556380412/B81477ABA0853C084B7418A2615CD716CAD6A487/
The top one is indeed RT, as evident by the broken reflections on the floors that get fixed by RT. The ceiling stops having lighting that doesn't have a source, so it's properly dark. The glass wall with the poster also now reflects properly from off screen and so on.
Small things, but then again we were pretty good at faking lighting before we could simulate it, so there's that.