S.T.A.L.K.E.R. 2: Heart of Chornobyl

S.T.A.L.K.E.R. 2: Heart of Chornobyl

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raytracing?
the game was advertised to have it years ago, but there was some big gfx downgrade at some point last year, and the screenshots are clearly lacking rt. the requirements dont really look like it either. so was this scratched. anyone have any insights on this?
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Zobrazeno 3145 z 45 komentářů
Ray tracing is faster původně napsal:
flashlight (which has no shadows, even though flashlight shadows were in alpha builds of the first game in 2003)
You can enable flashlight shadows with a mod, most likely just a .cfg toggle. You can also make reflections not look like ♥♥♥♥ or increase LOD, so you don't have this pop-in, but all of this degrades performance. I think we need to wait for HW raytracing and ideally UE5.3 or UE5.4 for decent Nanite foliage.
It's a Mind Game původně napsal:
Ray tracing is faster původně napsal:
flashlight (which has no shadows, even though flashlight shadows were in alpha builds of the first game in 2003)
You can enable flashlight shadows with a mod, most likely just a .cfg toggle. You can also make reflections not look like ♥♥♥♥ or increase LOD, so you don't have this pop-in, but all of this degrades performance. I think we need to wait for HW raytracing and ideally UE5.3 or UE5.4 for decent Nanite foliage.

I'm confident that an engine upgrade will never happen. Other games have done it, but I can't imagine it here. Nanite foliage would almost certainly require editing foliage animation to avoid bugs and ruining performance - they'd need to examine how Fortnite handles this. We'll have to deal with abysmal vegetation pop-in forever, probably.
The performance is already very janky. Can't imagine how it would run with RT lol.
Mörkö původně napsal:
The performance is already very janky. Can't imagine how it would run with RT lol.

It already uses RT.
Ray tracing is faster původně napsal:
It's a Mind Game původně napsal:
You can enable flashlight shadows with a mod, most likely just a .cfg toggle. You can also make reflections not look like ♥♥♥♥ or increase LOD, so you don't have this pop-in, but all of this degrades performance. I think we need to wait for HW raytracing and ideally UE5.3 or UE5.4 for decent Nanite foliage.

I'm confident that an engine upgrade will never happen. Other games have done it, but I can't imagine it here. Nanite foliage would almost certainly require editing foliage animation to avoid bugs and ruining performance - they'd need to examine how Fortnite handles this. We'll have to deal with abysmal vegetation pop-in forever, probably.

Does Nanite even support animation/deformation?

I remember for Valley of the Ancient they used it for the robot, but the only reason it worked was because there was no deformation. (everything parented to the bones)
MadAsAHatter původně napsal:
I got an 4080super and raytracing cuts down FPS by at least 30% in every single game I played. Not worth it.

in the games it is done properly and makes a significant visual impact, trust me, its worth it. Two best games so far I saw the proper Beauty of Raytracing: Battlefield V and Atomic Heart , can't think of others at the moment.
Dr.Kalashnikov původně napsal:
Does Nanite even support animation/deformation?

I remember for Valley of the Ancient they used it for the robot, but the only reason it worked was because there was no deformation. (everything parented to the bones)

Apparently Fortnite bakes animations to textures for the Nanite foliage. It'd work with world position offset, but perform badly.
Warmen původně napsal:
in the games it is done properly and makes a significant visual impact, trust me, its worth it. Two best games so far I saw the proper Beauty of Raytracing: Battlefield V and Atomic Heart , can't think of others at the moment.

Those are pretty poor examples. BFV's RT is ancient, and isn't it only reflections? Atomic Heart has RT reflections and maybe shadows? Both obsolete too.

By far the highest quality and most complete examples of ray tracing are the NVIDIA path traced/full ray traced games, which use ReSTIR path tracing for every light source. The best global illumination, reflections, refraction, shadows, denoisers, ray reconstruction in some of them, and more. This can be found in RTX Remix, Alan Wake 2, Indiana Jones, Cyberpunk 2077.

After those, Quake II RTX and Minecraft RTX are the most ray traced games.
No this game does not have raytracing and thank god too cause it runs bad enough the way it is already
Nite69 původně napsal:
No this game does not have raytracing and thank god too cause it runs bad enough the way it is already

It uses software Lumen which is ray traced global illumination. Just not hardware accelerated, which is actually less efficient and slower.
I rly hope they can add an option for hardware RT/Lumen, because their use of UE5.1's software RT is just too unstable it makes surfaces boil and worble.

I think overall an update to a newer branch would be good as well (though at least for Unity I know it can be a difficult task), because newer versions support nanite on foliage, which could be used to reduce the pop-in of trees
Naposledy upravil 🌸Sol :3🌸; 28. pro. 2024 v 17.15
Who remembers when we had to go out and get the GPU cards with the Hardware T&L.... for what was essentially the same purpose.
This game uses Ray Pathing it's much harder on your system
lockwoodx původně napsal:
This game uses Ray Pathing it's much harder on your system

Ray pathing? Do you mean path tracing? It doesn't use that, it uses software ray traced global illumination, which is not very demanding.
MAz1ng87 původně napsal:
Actually it's called Path Tracing... a more complex version of ray tracing. You should do some research....

If you're talking to me, I literally said path tracing, and this game does not use path tracing. I described precisely what this game uses.
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Datum zveřejnění: 17. lis. 2024 v 3.07
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