EA SPORTS FC™ 25

EA SPORTS FC™ 25

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yusufali23 Jul 18, 2024 @ 6:42am
Ray tracing????!!!!
Hmmmm.. Interesting
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Showing 1-15 of 21 comments
Gabber420 Jul 18, 2024 @ 8:10am 
Keep in mind for raytrack you need at least 20xx card 1660 don't support Ray tracing
Max86z Jul 18, 2024 @ 11:16pm 
Nvidia Path Tracing is better than Nvidia Ray Tracing.
okda Jul 19, 2024 @ 2:31am 
hahahaha rtx for the FIFA omg I'm dying
noob Jul 19, 2024 @ 3:12am 
Originally posted by okda:
hahahaha rtx for the FIFA omg I'm dying
Might as well, game runs at a dismal of 60 fps.
Toonen1988 Jul 19, 2024 @ 11:17am 
Originally posted by Max86z:
Nvidia Path Tracing is better than Nvidia Ray Tracing.

Many people find Ray Tracing a "gimmick" which is understandable because ray tracing only uses a single ray that can only bounce once. So, developers still used rasterization combined with Ray Tracing. That's why not many people can see the difference, only people that know where to look, saw a difference in the lighting.

Path tracing uses multiple rays in different directions that can even bounces multiple times and even change color, depending on the surface it bounces from just like real-life, which creates a way more natural feeling. Metal really feels like metal, concrete really feels like concrete etc. And since it uses multiple rays that can bounce multiple times, developers also doesn't have to add any shadow mapping since Path Tracing creates real-time shadows in the whole scene while Ray Tracing and Rasterzation needed shadow mapping.

Path tracing also makes rasterization lighting unnecessary, which fixed a lot of issues like light bleeding. Also the "glowing" skin of characters is no more. It also creates a way more indepth expierence, due the lighting acting more natural.

So yeah, Path Tracing is way better as Ray Tracing by far.
Last edited by Toonen1988; Jul 19, 2024 @ 11:20am
Kobi Blade Jul 19, 2024 @ 10:21pm 
Originally posted by Toonen1988:
Originally posted by Max86z:
Nvidia Path Tracing is better than Nvidia Ray Tracing.

Many people find Ray Tracing a "gimmick" which is understandable because ray tracing only uses a single ray that can only bounce once. So, developers still used rasterization combined with Ray Tracing. That's why not many people can see the difference, only people that know where to look, saw a difference in the lighting.

Path tracing uses multiple rays in different directions that can even bounces multiple times and even change color, depending on the surface it bounces from just like real-life, which creates a way more natural feeling. Metal really feels like metal, concrete really feels like concrete etc. And since it uses multiple rays that can bounce multiple times, developers also doesn't have to add any shadow mapping since Path Tracing creates real-time shadows in the whole scene while Ray Tracing and Rasterzation needed shadow mapping.

Path tracing also makes rasterization lighting unnecessary, which fixed a lot of issues like light bleeding. Also the "glowing" skin of characters is no more. It also creates a way more indepth expierence, due the lighting acting more natural.

So yeah, Path Tracing is way better as Ray Tracing by far.
This is somewhat false, there is no limit to ray tracing number of rays, the limit is imposed by the developers cause it's demanding to do more.

Same way low resolution RT is used for a reason, the so called NVidia Path Tracing is not doing anything special, besides pumping up the values and ruining performance.

Besides that, looking at system requirements, is quite clear RT will be exclusive to consoles, until EA says otherwise.
Last edited by Kobi Blade; Jul 19, 2024 @ 10:22pm
Toonen1988 Jul 20, 2024 @ 1:46am 
Originally posted by Kobi Blade:
Originally posted by Toonen1988:

Many people find Ray Tracing a "gimmick" which is understandable because ray tracing only uses a single ray that can only bounce once. So, developers still used rasterization combined with Ray Tracing. That's why not many people can see the difference, only people that know where to look, saw a difference in the lighting.

Path tracing uses multiple rays in different directions that can even bounces multiple times and even change color, depending on the surface it bounces from just like real-life, which creates a way more natural feeling. Metal really feels like metal, concrete really feels like concrete etc. And since it uses multiple rays that can bounce multiple times, developers also doesn't have to add any shadow mapping since Path Tracing creates real-time shadows in the whole scene while Ray Tracing and Rasterzation needed shadow mapping.

Path tracing also makes rasterization lighting unnecessary, which fixed a lot of issues like light bleeding. Also the "glowing" skin of characters is no more. It also creates a way more indepth expierence, due the lighting acting more natural.

So yeah, Path Tracing is way better as Ray Tracing by far.
This is somewhat false, there is no limit to ray tracing number of rays, the limit is imposed by the developers cause it's demanding to do more.

Same way low resolution RT is used for a reason, the so called NVidia Path Tracing is not doing anything special, besides pumping up the values and ruining performance.

Besides that, looking at system requirements, is quite clear RT will be exclusive to consoles, until EA says otherwise.

Like I said, ray tracing shooters a single ray while path tracing shooters multiple rays in various directions. Path tracing isn't just a "pumping up" values.

It's a different technique, crearly you need to do some more research.

Both ray tracing and path tracing work by simulating rays of light and tracing their paths as they propagate and interact with objects in a virtual 3D environment.

Ray tracing specifically traces singular rays emitted from the camera through each pixel of the image plane out into the scene. When a ray intersects with an object, additional secondary rays may spawn off in other directions based on the material properties. This simulates light bouncing off reflective and transparent surfaces. By intelligently tracing rays this way, ray tracing can accurately simulate visual effects like reflections, refractions, shadows, and more.

Path tracing takes a more robust Monte Carlo approach. Instead of tracing singular rays per pixel, it randomly traces many rays in various directions through each pixel. The rays spawn recursively off surfaces, ultimately landing on and gathering color information from light sources. This stochastic approach over many ray paths better approximates the entire light transport in a scene.

So in summary:

Ray tracing: Traces singular rays smartly, simulating visual light effects.
Path tracing: Traces many random rays to simulate realistic global light transport.

Source: https://www.historytools.org/inventions/ray-tracing-vs-path-tracing-whats-the-difference

You want more sources? Google has ton of them even video's. can you please send me any proof or sources of your claims? That Path Tracing is just a "pumping up" values.

Nvidia is also using a different rendering technique, which is called ReSTIR, which generate images almost half of the speed as Talbot. Talbot is being used in every game since early 2000's. This new rendering technique is developed for Path Tracing. So, no they just don't want to make it heavier, they are also using technique's to let Path Tracing runs well.

Sure, the hardware isn't really ready yet, but that's why we have software solutions like ReSTIR, DLSS, Ray Reconstruction and Frame generation. Performance is not only about hardware, but also softwarematic.
Last edited by Toonen1988; Jul 20, 2024 @ 1:53am
Kobi Blade Jul 20, 2024 @ 1:58am 
Originally posted by Toonen1988:
Originally posted by Kobi Blade:
This is somewhat false, there is no limit to ray tracing number of rays, the limit is imposed by the developers cause it's demanding to do more.

Same way low resolution RT is used for a reason, the so called NVidia Path Tracing is not doing anything special, besides pumping up the values and ruining performance.

Besides that, looking at system requirements, is quite clear RT will be exclusive to consoles, until EA says otherwise.

Like I said, ray tracing shooters a single ray while path tracing shooters multiple rays in various directions. Path tracing isn't just a "pumping up" values.

It's a different technique, crearly you need to do some more research.

Both ray tracing and path tracing work by simulating rays of light and tracing their paths as they propagate and interact with objects in a virtual 3D environment.

Ray tracing specifically traces singular rays emitted from the camera through each pixel of the image plane out into the scene. When a ray intersects with an object, additional secondary rays may spawn off in other directions based on the material properties. This simulates light bouncing off reflective and transparent surfaces. By intelligently tracing rays this way, ray tracing can accurately simulate visual effects like reflections, refractions, shadows, and more.

Path tracing takes a more robust Monte Carlo approach. Instead of tracing singular rays per pixel, it randomly traces many rays in various directions through each pixel. The rays spawn recursively off surfaces, ultimately landing on and gathering color information from light sources. This stochastic approach over many ray paths better approximates the entire light transport in a scene.

So in summary:

Ray tracing: Traces singular rays smartly, simulating visual light effects.
Path tracing: Traces many random rays to simulate realistic global light transport.

Source: https://www.historytools.org/inventions/ray-tracing-vs-path-tracing-whats-the-difference

You want more sources? Google has ton of them even video's. can you please send me any proof or sources of your claims? That Path Tracing is just a "pumping up" values.

Nvidia is also using a different rendering technique, which is called ReSTIR, which generate images almost half of the speed as Talbot. Talbot is being used in every game since early 2000's.
That is also wrong, as already stated Ray Tracing supports way more than one ray, is clear you lack understanding on the real difference between the methods used.

In Ray casting, light rays are simulated and traced from their origin to their endpoint, contrary to your claims this method supports multiple rays.

Path tracing instead of terminating after the intersection stage, each path-traced ray continues recursively.
Last edited by Kobi Blade; Jul 20, 2024 @ 7:15am
Toonen1988 Jul 20, 2024 @ 2:03am 
Originally posted by Kobi Blade:
Originally posted by Toonen1988:

Like I said, ray tracing shooters a single ray while path tracing shooters multiple rays in various directions. Path tracing isn't just a "pumping up" values.

It's a different technique, crearly you need to do some more research.

Both ray tracing and path tracing work by simulating rays of light and tracing their paths as they propagate and interact with objects in a virtual 3D environment.

Ray tracing specifically traces singular rays emitted from the camera through each pixel of the image plane out into the scene. When a ray intersects with an object, additional secondary rays may spawn off in other directions based on the material properties. This simulates light bouncing off reflective and transparent surfaces. By intelligently tracing rays this way, ray tracing can accurately simulate visual effects like reflections, refractions, shadows, and more.

Path tracing takes a more robust Monte Carlo approach. Instead of tracing singular rays per pixel, it randomly traces many rays in various directions through each pixel. The rays spawn recursively off surfaces, ultimately landing on and gathering color information from light sources. This stochastic approach over many ray paths better approximates the entire light transport in a scene.

So in summary:

Ray tracing: Traces singular rays smartly, simulating visual light effects.
Path tracing: Traces many random rays to simulate realistic global light transport.

Source: https://www.historytools.org/inventions/ray-tracing-vs-path-tracing-whats-the-difference

You want more sources? Google has ton of them even video's. can you please send me any proof or sources of your claims? That Path Tracing is just a "pumping up" values.

Nvidia is also using a different rendering technique, which is called ReSTIR, which generate images almost half of the speed as Talbot. Talbot is being used in every game since early 2000's.
That is also wrong, as already stated Ray Tracing supports way more than one ray, is clear you lack understanding on the real difference between Ray Tracing and Path Tracing, so back to you do some research.

In ray tracing, light rays are simulated and traced from their origin to their endpoint, contrary to your claims this method supports multiple rays.

Path tracing instead of terminating after the intersection stage, each path-traced ray continues recursively.

Which I also said that Ray Tracing bounces once while Path Tracing bounces multiple times and can even change colors. I already said that in my first comment.

So, now you are just repeating of what I said? And like I said, Ray Tracing uses a single ray, and path tracing multiple rays. If you don't agree with this, fine thats your choice.


https://www.youtube.com/watch?v=CwjiG_9U0aA
Last edited by Toonen1988; Jul 20, 2024 @ 2:12am
Kobi Blade Jul 20, 2024 @ 2:16am 
Originally posted by Toonen1988:
Originally posted by Kobi Blade:
That is also wrong, as already stated Ray Tracing supports way more than one ray, is clear you lack understanding on the real difference between Ray Tracing and Path Tracing, so back to you do some research.

In ray tracing, light rays are simulated and traced from their origin to their endpoint, contrary to your claims this method supports multiple rays.

Path tracing instead of terminating after the intersection stage, each path-traced ray continues recursively.

Which I also said that Ray Tracing bounces once while Path Tracing bounces multiple times and can even change colors. I already said that in my first comment.

So, now you are just repeating of what I said? And like I said, Ray Tracing uses a single ray, and path tracing multiple rays. If you don't agree with this, fine thats your choice.


https://www.youtube.com/watch?v=CwjiG_9U0aA
Then you free to live in ignorance, ray tracing is not limited to one ray, and I even explained the difference in simple words.

Is clear you wasting my time and have no interest in learning anything, so /blocked
Toonen1988 Jul 20, 2024 @ 2:20am 
Originally posted by Kobi Blade:
Originally posted by Toonen1988:

Which I also said that Ray Tracing bounces once while Path Tracing bounces multiple times and can even change colors. I already said that in my first comment.

So, now you are just repeating of what I said? And like I said, Ray Tracing uses a single ray, and path tracing multiple rays. If you don't agree with this, fine thats your choice.


https://www.youtube.com/watch?v=CwjiG_9U0aA
Then you free to live in ignorance, ray tracing is not limited to one ray, and I even explained the difference in simple words.

Is clear you wasting my time and have no interest in learning anything, so /blocked

I already ask you many times to send any sources of your claims. Like I said, I have many sources saying that Ray Tracing uses a single ray per pixel, while path tracing using multiple rays per pixel.

Ray Tracing uses a single ray, that bounce and that's it. Path Tracing use a ray, bounces from somewhere and continues's and to check if the information is correct, it uses a other ray. So, in this case mutliplay rays per pixel. In this case the Monte Carlo technique, which is a term being used for Path tracing.

And now you starting to talk like this? And even say /blocked, while you don't have any proof to back up your claims. And why do you need to block me? Just because I don't agree with you and show sources to back up my claims?

And what the hell is this? Now you even claim it's nonsense that you can turn on and off ray tracing in games? Which has been done by literally every ray traced game.

https://steamcommunity.com/app/2669320/discussions/0/4518883087637900151/
Last edited by Toonen1988; Jul 20, 2024 @ 2:54am
Kobi Blade Jul 20, 2024 @ 3:33am 
Originally posted by Toonen1988:
Originally posted by Kobi Blade:
Then you free to live in ignorance, ray tracing is not limited to one ray, and I even explained the difference in simple words.

Is clear you wasting my time and have no interest in learning anything, so /blocked

I already ask you many times to send any sources of your claims. Like I said, I have many sources saying that Ray Tracing uses a single ray per pixel, while path tracing using multiple rays per pixel.

Ray Tracing uses a single ray, that bounce and that's it. Path Tracing use a ray, bounces from somewhere and continues's and to check if the information is correct, it uses a other ray. So, in this case mutliplay rays per pixel. In this case the Monte Carlo technique, which is a term being used for Path tracing.

And now you starting to talk like this? And even say /blocked, while you don't have any proof to back up your claims. And why do you need to block me? Just because I don't agree with you and show sources to back up my claims?

And what the hell is this? Now you even claim it's nonsense that you can turn on and off ray tracing in games? Which has been done by literally every ray traced game.

https://steamcommunity.com/app/2669320/discussions/0/4518883087637900151/
I already explained in the most simple manner the difference between ray casting and path tracing, and is clearly beyond your comprehension, not to mention you haven't given me a single source that sustains your claims, quite the opposite.

So please, stop wasting my time, plus if you wanna insist there no sources that corrugate my claims,


Ray casting is the process in a ray tracing algorithm that shoots one or more rays from the camera (eye position) through each pixel in an image plane

Path Tracing is a more intensive form of ray tracing that traces hundreds or thousands of rays through each pixel and follows the rays through numerous bounces off or through objects before reaching the light source.

Both PT and RC support multiple rays per pixel, but PT takes it a step further. Each PT ray continues recursively, considering reflection, refraction, and other interactions, resulting in more realistic rendering.

In contrast, RC typically stops after the first intersection and doesn’t continue recursively.


There is nothing more to say on the subject, and I not going to waste time arguing about you having the wrong idea, others ignorance is not my concern.
Last edited by Kobi Blade; Jul 20, 2024 @ 7:15am
Toonen1988 Jul 20, 2024 @ 6:16am 
Originally posted by Kobi Blade:
Originally posted by Toonen1988:

I already ask you many times to send any sources of your claims. Like I said, I have many sources saying that Ray Tracing uses a single ray per pixel, while path tracing using multiple rays per pixel.

Ray Tracing uses a single ray, that bounce and that's it. Path Tracing use a ray, bounces from somewhere and continues's and to check if the information is correct, it uses a other ray. So, in this case mutliplay rays per pixel. In this case the Monte Carlo technique, which is a term being used for Path tracing.

And now you starting to talk like this? And even say /blocked, while you don't have any proof to back up your claims. And why do you need to block me? Just because I don't agree with you and show sources to back up my claims?

And what the hell is this? Now you even claim it's nonsense that you can turn on and off ray tracing in games? Which has been done by literally every ray traced game.

https://steamcommunity.com/app/2669320/discussions/0/4518883087637900151/
I already explained in the most simple manner the difference between ray tracing and path tracing, and is clearly beyond your comprehension, not to mention you haven't given me a single source that sustains your claims, quite the opposite.

So please, stop wasting my time, plus if you wanna insist there no sources that corrugate my claims,


Ray casting is the process in a ray tracing algorithm that shoots one or more rays from the camera (eye position) through each pixel in an image plane

Path Tracing is a more intensive form of ray tracing that traces hundreds or thousands of rays through each pixel and follows the rays through numerous bounces off or through objects before reaching the light source.

Both PT and RT support multiple rays per pixel, but PT takes it a step further. Each PT ray continues recursively, considering reflection, refraction, and other interactions, resulting in more realistic rendering.

In contrast, RT typically stops after the first intersection and doesn’t continue recursively.


Ahhhhhhhhh, you are talking about Ray Casting. Ray Casting is not the same as Ray Tracing.
Last edited by Toonen1988; Jul 20, 2024 @ 6:30am
Kobi Blade Jul 20, 2024 @ 7:00am 
Originally posted by Toonen1988:
Ahhhhhhhhh, you are talking about Ray Casting. Ray Casting is not the same as Ray Tracing.
Is clear you just here to waste my time, Ray Casting is part of the Ray Tracing process, same way Path Tracing is, something you would know if you bothered to read NVidia documentation on Ray Tracing.

So you managed to both be wrong, and prove you don't know what you talking, case closed.
Last edited by Kobi Blade; Jul 20, 2024 @ 7:05am
Toonen1988 Jul 20, 2024 @ 7:06am 
Ah, now you are contradicting yourself. First you want to proof that Ray Tracing and Path Tracing is basically the same and send multiple rays per pixel. So then you use Ray Casting to back up your claim, and now you say that Ray Casting and Ray Tracing isn't the same, after I said it?

Lol, "case closed" if this dicussion bothers you so much, then you are you fighting with other people on this forum?
Last edited by Toonen1988; Jul 20, 2024 @ 7:10am
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Date Posted: Jul 18, 2024 @ 6:42am
Posts: 21