Riven
Half-dude Jun 12, 2024 @ 5:39pm
Will You Impliment Ray Tracing For RIVEN?
I know the Myst remake has an option for Ray-Tracing, and from playing the Riven demo I can see it's all rasterized reflections that certainly would look much more accurate and amazing as ray traced reflections. Even better, would you implement Pathtracing as an option, ray-traced lighting, shadows, and reflections. You know Riven deserves it, and don't leave it out just because people using VR wouldn't be able to use it. Don't remove things just for VR there's still lots of us not interested in playing this in VR.

I think, If I remember right, Riven 1997 actually used raytracing when rendering it's scenes, so some of those shadows and reflections will only be remade accurately WITH a ray tracing option.

Come on guys, please.
< >
Showing 1-6 of 6 comments
fox-orian Jun 12, 2024 @ 9:15pm 
I would love to at least see Raytraced Shadows and Reflections option -- I'd understand if they don't want to do a full RT GI mode, most of the game remains at one time of day / light bake anyway. But RT shadows and Reflections would look GREAT
Dr. Minnericht Jun 12, 2024 @ 10:45pm 
I'm amazed at how good almost everything looks in this game, but screen-space reflections on all the water are the fly in the ointment. In the demo area they were noticeable inside the dome as the fence occluded reflected parts of the scene. I also noticed them quite a bit in the water scenes in trailers. SSR was okay for last gen, but the assets in this game are some of the best I've ever seen, so janky last gen lighting hacks like SSR are just not holding up their end of the presentation.
RangerXT Jun 13, 2024 @ 8:29pm 
It's ue5 so they easily could toggle on options for raytracing, why they don't allow it atm i have no idea. I don't think ue5 offers realtime pathtracing but rather more for offline renders, but it does offer quite a bit of rt options.
Min/Max Jun 13, 2024 @ 9:58pm 
+1 for Ray Tracing
Propane Summer Jun 14, 2024 @ 11:26am 
There is no dynamic movement in the game of any kind you guys. At all. No physics, no NPC ai, nothing that would require real time ray tracing. All of the lighting is LUMEN prebaked - it's path traced before being baked into the game.

EDIT: I guess your knapsack is dynamic. I guess I'm all in for a RAY TRACED HANDBAG option
Last edited by Propane Summer; Jun 14, 2024 @ 11:27am
RangerXT Jun 14, 2024 @ 9:59pm 
Originally posted by Propane Summer:
There is no dynamic movement in the game of any kind you guys. At all. No physics, no NPC ai, nothing that would require real time ray tracing. All of the lighting is LUMEN prebaked - it's path traced before being baked into the game.

EDIT: I guess your knapsack is dynamic. I guess I'm all in for a RAY TRACED HANDBAG option

Wrong. Shadows of foilage, characters, objects moving, these all cast shadows with shadow map artifacts, which would be fixed with rt shadows. As for reflections, ssr causes incorrect material representation due to things only having reflections at certain angles and causing them to appear and dissapear. RT reflections would fix this. As for the gi, I'm pretty sure it's using lumen which is a software rt solution, and it looks quite good, so I don't think it would be necessary for rt gi. Lumen is not prebaked, btw. The entire point of lumen is for performant raytracing on a basic level, which works quite well for gi, not quite so well for reflections. But I would still take lumen reflections over SSR any day
< >
Showing 1-6 of 6 comments
Per page: 1530 50

Date Posted: Jun 12, 2024 @ 5:39pm
Posts: 6