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I'm not quite sure of the main differences, but I'm also using path tracing. It looks much more natural than normal ray tracing, I think.
path tracing is a more extensive way of processing how light sources behave in game. it is more intensive (cpu/gpu processing) than ray tracing.
To make more simple , Path Tracing already has ray tracing ULTRA + more enabled by default.
I honestly don't see it.....having a 4070ti super, i know it will put it too its knees, but i honestly don't see the hype of RT at all, let alone path tracing.
Maybe, i am looking in the wrong places?
Ohhhhhh.
Well, i am likely going to go back to AMD when the new 8000 series GPUs come out, depending on their performance compared to the 7000 series.....but also by then the 7000 series will be so cheap it will be a steal....so i will get used to having RT turned off..
I recently got a 4080 Super, and was thinking I'll get a cheap 4090 in a while when they weren't produced anymore and were 'old news'.
However, I see they predict that they will instead become more expensive, since many are apparently planning to do the same thing, and for other reasons I don't remember now...
Regarding path tracing, I used to play with ray-tracing on a 3070 Ti, and I switched on path tracing a few times to see how it looked. It was like being given temporary access to some forbidden fruit! 'Tasted' wonderful, but unplayable for the low frame rate...
I partially blame it for me spending too much money on a new PC, though...
I think ray tracing will do all the bounce calculations of light reflections and refractions that still has pre-baked light sources in game.
Path tracing is using only real time illumination that isn't pre baked...I think. So it may be a global illumination without any already artistically done lighting and shadows for every single light in the game. Which is why it's much more resource intensive. Ofr example in spiderman it was focused on ray traced reflections. Some games focus on shadows which tend to have little impact. But a global illumination that then is using hardware calculations for everything will be quite powerful and also the most accurate.
The reason it doesn't always look the best is because video game artists have been quite competent in making great lighting and lighting techniques that sometimes artistically may look better but be less technically accurate. Then there is the factor that people are used to seeing it incorrectly implemented and therefore have a bias for the wrong lighting.
*edit - dont forget to enable framegen too
Ray reconstruction leaves a blurred smear on everything with ghosting looks terrible.