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If you'd like, I can point you to the uninstall button.
When your game is designed on a 15 year old standard. Putting advanced code on it destroys the game. Same as that.
its a particle that appears even in the original game while riding the elevator
its a normal issue that happens even in the normal portal because the particle is 2D and billboard so it always faces the player so it clips through the elevator... unless you want them to remake it and make it volumetric which is a waste of performance
but it does not
if you don't like it, then don't play it. this is also not a full remaster, but shows how good older games can look with Remix. just check nvidia's website for it and be impressed how games like Morrowind can look with rtx.
It looks amazing!... Finally getting rid of the old limited rasterization techniques.. and actually getting world space effects makes the game world feels much more believable... i do believe ray/path tracing is the future of gaming when we have it work on entry level gpus..
also it doesnt look impressive because we already achieved Photo realism and mimicking lighting.. but it cannot be dynamic and it would break easily
Ray/path tracing is fully dynamic and will dynamically change on environment change
The REAL Path tracing showcase would be in a game with fully Dynamic worlds such as minecraft or teardown... we still arent able to create photorealistic worlds that are fully dynamic
tbh whats actually impressive is rtx remix
yeah, remix needs work to be done by modders or such to make the most out of it. can't wait for that. but like i said before, it is impressive to see old games with rtx effects. it makes old games look like new games in retro style (models, etc.) but with maxed lighting and such. would love to play some old classics that way, like deus ex, quake or such.
If this is the best we can do in regards a fully ray traced environment with the current gen cards (some measly little performance with a dull look in a 15 years old game), then I'll take the conventional methods every day of the week pls.
Apart from some supposedly accurate glass reflections on the transport tubes in PRTX, the shadows were more spectacular even in Unreal Engine 3, almost 20 years ago:
https://youtu.be/cJWYrC2frQE?t=62
And back then there wasn't any weird resolution steps in the render like there is in PRTX when you move quickly and observe shadows close to the camera.