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Now go back to my original post, you will find out that I never doubted that RT looks more "realistic" than rasterizing options.
The downgrade of non RT SSAO and HBAO+ is a fact, btw.
Oh, and in real life, shadows won't disappear or pop in at a 50 meters distance like the RT ones in witcher 3 does. RT right now is not realistic, we simply don't have the processing power now. Right now, RT is used to simulate reality in a better way than previous methods. In time, this will change.
lol really? and shadoows in game from sun lioght are from where? they not fake ;-) so game use path traced light and shadows ;-)
I know what RTX is and how it works, thanks
The global illumination, the ambient occlusion "rtx version". I know how it works since early 2000 maybe you were not born yet ^^
What you don't understand is that I compare the non-rtx SSAO.(it's written in green in those screenshots if you look closely)
You don't have to give me a lesson of how rtx works, I know it is wonderful and much better than non-rtx. (obvious, isn't it?)
For non-rtx users, there is a downgrade compared to the 2015 version. That's it.
also I play with RT and nothing is disspear in my game, shadows are visible in far distance, on Ultra+ you will have NO more popup in game. Scenes are loading far far away and players must very focus on screen and look for that ;-)
oh and it's not a real graphic improvement when you have to take screenshots and compare them on one screen to be able to tell the difference. Just ask Fortnite.
The ultra+ setting doesn't raise shadow view range in any noticeble way compared to ultra. Some shadows still pop up a few inches right in front of you due to it's cascade nature (this can be countered by manually increasing the ini settings). But that's not what I meant, as the ultra+ shadow setting (or other shadow settings) only affects non RT shadows.
Regarding RT, there are more than enough videos and screen comparisons, the shadows fade out/pop in with RT as they are set within a fixed range. I also played with RT on/off and different quality settings. Anyway, I'll end this Off Topic side discussion now.
On Topic: It's obvious that the non RT SSAO has been watered down. I support the return of the original SSAO settings for the "next gen" version. They look much better than the current solution.
I noticed that before and was surprised that it wasn't mentioned before, at least this topic is the first one I noticed someone mentioning it. There's also another topic I just found that asks for the return of HBAO.
I'm not the only one who ask the return of HBAO, many comments talk about it, not only in this steam forum, but in CDP official forum as well.
Not many put screenshots to compare though, i thought it was necessary!
Sometimes i wonder if they didn't remove the hbao to create some kind of visual gap and promote rtx tech.
A dark story of a dark briefcase full of dark money.
Also the shadows from the sun for small vegetation such as grass and pebbles of rock are actually based on screen space, meaning the shadows will disappear when the object that casts it is obstructed from view. If they were path traced this wouldn't happen, dummy.
Also ... Raytraced reflection have are hybrid, the small details are screen space dependent
Also the good news is it will release very soon, maybe at the very end of this month.
I'll keep you informed as soon as it gets updated.