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Upscaling and RT are AMD & Intel also, they are hardware agnostic.
The one that is not is FSR vs DLSS vs Xess.
It's not more accelerated LOL, they just have more invested in their hardware to be faster at it, just like they did back with Fermi VS ATi's VLIW, they were better at tesselation.
I run a 7900 XTX bro I can run hardware RT just fine, just not as fast in all circumstances.
Depends on the method for reflections, RT reflections will always deliver the most accurate reflections of the world whereas cubemap reflections will only really display some detail.
The last of us part 1 did a good job with the cubemap reflections for example, Whereas current GTA's implementation of cubemap reflections leave much to be desired if you're after graphical fidelity.
As for RTGI, it's still a form of raytracing as it's using accurate light bounces and calculating rays and light bounces from every individual light source, its going to be quite intensive imo, We'll see when the game goes live proper.
While everyone is relatively annoyed with their BS. They still have the fastest cards on the market and still have the best software. Much of what i do doesn't even have amd gpu support but i am getting heavily off topic now.
I think the other guy mean the nvidia started the ray tracing card idea and is a fault of it :D over is more powerful for top tier gpu but this is another discussion :)
Not is a real flop is sold out every where in 4000 euro too from certain shop.
I gived up to buyng them because so many buyng them and the bots too.
Most of what you do has support you just don;t want to spend time getting it to work via different methods, FSR 4 is the only one that will be propriety to AMD GPU's, FSR below that works on all GPU's.
ROCM and a few other translation layers exist so CUDA etc runs on AMD GPU's, they are just not as fast.
It still amazes me how people spit words like they know everything.
actually not even. The software companies i work with specifically state they don't support AMD gpu.
I was saying this in another thread, Pixar was using RT long before it became a mainstream thing in gaming graphics, RT was touted as the holy grail of lighting and reflections and only now are we beginning to see it more widely used.
In any kind of useful capacity in gaming, RT was first used in Battlefield V for reflections only, But since then its been progressing to RTGI, AO, Shadows, Reflections and soon nvidia will start pushing texture compression on the gpu to lower vram usage ( this was in one of their big tech videos a while back on a kind of roadmap )
1=1 is not = 2 here.
But I guess waste is ok as is allowing assets to depreciate in value and gain nothing back, so yeah let it sit in the imaginary corner.
Its actually been used far more then you think. Mostly around the VR industry though. I will be interested to see how it gets expanded into more triple A like titles. not just the niche cinematic immersion games or vr