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Again, for the record, i am a game dev who has actually made ray tracer and rasterizer engines. I have actual hands on experience in this field. Experience you do not seem to have.
For the record, I am a game dev too and software developer for 20 years. The fact that you wrote a ray tracer and rasterizer has nothing to do with how modern games are made, nobody does ray tracing with software (that's just good way to practice programming), game engine developers use DXR API that uses GPU (hardware). That same API is also supported by GTX 16 series, which just uses different hardware for same DXR API calls.
Maybe, instead of doing raytracing with software, you should actually try raytracing in different games and see what settings you need to change in order to get it playable. Obviously your own raytracing attempt is so basic that it doesn't do even the basic optimizations that most engines nowadays do.
You don’t understand and likely never will… you claim to be a game dev but literally everything you have said up to this point is a clear indication that you are not
I think you don't even know what "I give up" means. Also, I have the same feeling about you, any real dev would understand that their raytracing practice attempt wouldn't apply to what modern engines actually do.
I haven’t given up on calling you out for not knowing what you are talking about
That's rich that you think you explained anything, you just repeated the same nonsense, which can be easily be tested to be false by just running a game that uses DXR, which I have with many games on GTX 1660 Super.
You aren't calling out anything, you are just flexing that you once wrote your own raytracer, which has no relevance how modern games do raytracing. It's just a exercise for graphics programmer.
You mean like this?
https://www.youtube.com/watch?v=PcV9oaDLSOU
That's Quake 2 RTX on a GTX 1070 and it either runs terrible or looks terrible. That card is basically on the same level as your 1660 Super.
As I said before, in the end it really doesn't matter if Indiana Jones could run at playable frame rates on your card because it just won't happen.
Why would anyone waste time and money on adding support for a few obsolete cards with a total market share below 5% just for one game?
According to the Steam hardware survey, Around 60% of Steam users have cards that can run this game, The vast majority of those are nVidia RTX cards. Both major consoles support hardware ray-tracing and can (or will) run this game.
I think it's about time games start using more ray-tracing. Besides, the demands of the basic ray-traced global illumination are so low that pretty much ALL cards that support it, can also run it. The optional Path tracing is a different story but even that is quite playable on many RTX 40 Series cards.
I also think the hardware base is big enough now to allow developers to make it a requirement.
And you said it yourself, it's always been like that. And people have always been complaining about it.
For Games like Quake or Wing Commander 3 people complained about the CPU demands being way too high. Later they complained when games required hardware 3D acceleration. Later they complained when games required hardware support for newer DirectX features. Now it's ray-tracing. The complaints really never stop...
You DON'T HAVE to upgrade. You just can't play this game or any other that requires it.
If that's not incentive enough to upgrade, just wait and play it later...
And that's the problem, that global illumination demands so little that even non-RTX gpus could do it. It's only the path tracing that actually requires RTX and lot of VRAM.
When console graphic preset is lower than PC minium settings then PC gamers got screwed. Especially nowadays when PC handhelds could avoid lowering the resolution so much if they could set the settings as low as console.