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This question probably comes from the comparison people are making with Nvidia's Ray Tracing technique, since it takes advantage of out of screen information to deliver accurate results.
Marty McFly's shader is hooked to informations provided by ReShade (depth buffer). The end result is a Screen Space Ray Tracing calculation, just like Unigine SSRTGI (Ray Traced Global Illumination), which indeed is a form of Ray Tracing.
If you still have doubts on this point, I'll be happy to have a peacefully discussion about it.
https://reshade.me/forum/shader-discussion/5450-guide-to-ray-tracing-with-reshade
This question probably comes from the comparison people are making with Nvidia's Ray Tracing technique, since it takes advantage of out of screen information to deliver accurate results.
Marty McFly's shader is hooked to informations provided by ReShade (depth buffer). The end result is a Screen Space Ray Tracing calculation, just like Unigine SSRTGI (Ray Traced Global Illumination), which indeed is a form of Ray Tracing.
If you still have doubts on this point, I'll be happy to have a peacefully discussion about it.
i'd love to see you discussion with Pascal about this. I'm sure you'd be teaching him a thing or two.
I said it isn't a great option but it is the best option available because they wont be adding Nvidia's ray-tracing, which I also pointed out isn't full fledged ray-tracing, either.
What he says is:
It is a FORM of ray-tracing, or to be more accurate it isn't full fledged ray-tracing but a heavily cut down version. It is even more cut down than Nvidia's which isn't full fledged ray-tracing as Reshade's is screen space based. To give you an example of how bad far this is from real ray-tracing imagine you are looking at a reflective mirror/window in a dark room and 3 feet behind you is a MASSIVE ultra bright fire or spotlight. You will not see that light up ANYTHING in the room in your view as it is out of your view nor will it show up in the reflection/mirror because it doesn't take off screen sources/data into account (as if it does not exist). Don't mix this up with basic static/dynamic lighting methods also used with ray-tracing to help simulate where it falls short the results as best as possible.
I understand what you're saying, but to say this isn't real ray tracing cause it's not out of screen is foolish. It's still ray tracing, just screen space. Your first post you strait up said this isn't real ray tracing, and you're totally wrong.
stop getting stuck on ray tracing terminology. It's ray tracing whether it's in or out of screen. Ray Tracing can be implemented a number of ways.
Ask yourself why this guy can create this and put it into reshade yet game authors haven't done so? I find that pretty odd considering just how much better this makes games look. It's like I just got a graphics upgrade for almost all games, and for what, $5 on Patreon? It's amazing.
Do you really think you're more of an expert on this topic than Pascal is, or the developers of Unigine? They are doing screen space ray tracing as well. Are you saying the developers over there are wrong to call it ray tracing?
You must be making 400k a year as you know more that some absolutely great developers that are around today.
OP asked if feature like ray-tracing will be added and you gave an answer. I elaborated on your answer so they know what is involved and don't have expectations that aren't actually going to be met. Screen space ray-tracing is extremely low quality ray-tracing so while it technically is ray-tracing it is merely due to a technicality and not because it properly fits the concept of ray-tracing, as it is actually that cut down.
Did you completely miss my example showing how significant the difference is? Mind you that was a simple example and leaves out a LOT lost from not using full ray-tracing.
you hear "ray tracing" and you think of one implementation of it, and think that's the only thing ray tracing is.
let's look at the definition of ray tracing:
"In computer graphics, ray tracing is a rendering technique for generating an image by tracing the path of light as pixels in an image plane and simulating the effects of its encounters with virtual objects."
nowhere does it say "except when only screen space where access to the depth buffer is only allowed, then it's not true ray tracing"