Halo: The Master Chief Collection

Halo: The Master Chief Collection

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put RTX in all HALO games
put RTX in all HALO games
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Zobrazeno 3145 z 63 komentářů
EmptyMag původně napsal:
Speedwack původně napsal:
That would be a waste of time. I mean sure it would look cool, but most players don't have the hardware capable of handling it. Did you see Quake 2 with ray-tracing? A game from the 90s puts a hurt'n on RTX cards.

That's because literally everything was illuminated with ray tracing in Quake 2, Battlefield 5 only uses ray tracing for real time reflections and a couple other minor things, not the entire lighting system. It's definitely true that you shouldn't expect one of the first cards designed with real time ray tracing in mind to blow everything out of the water, but considering the fact that 1080s struggle to keep a stable framerate at 720p, I'd say RTX cards are at least a step in the right direction.

And full raytracing will likely never happen anyway.

People are delusional. Fully raytraced engines artifact too much usually for cleanup algorithms to compensate for, its unlikely with the sheer number of polys seen in modern engines that we'll ever see raytracing, except performed where it is useful like basic global illumination calculations, flat reflective surfaces and a few other neat tricks.

RTX helps speed up artifacting correction and uses AI guesswork to fill in the gaps, but for a modern engine it'd be a complete monstrosity to calculate the models that are often millions of polys, so fine that you can barely even see jaggies anymore.
Naposledy upravil Doctor Eggman; 4. čvc. 2019 v 14.54
Hatsune Miku původně napsal:
EmptyMag původně napsal:

That's because literally everything was illuminated with ray tracing in Quake 2, Battlefield 5 only uses ray tracing for real time reflections and a couple other minor things, not the entire lighting system. It's definitely true that you shouldn't expect one of the first cards designed with real time ray tracing in mind to blow everything out of the water, but considering the fact that 1080s struggle to keep a stable framerate at 720p, I'd say RTX cards are at least a step in the right direction.

And full raytracing will likely never happen anyway.

People are delusional. Fully raytraced engines artifact too much usually for cleanup algorithms to compensate for, its unlikely with the sheer number of polys seen in modern engines that we'll ever see raytracing, except performed where it is useful like basic global illumination calculations, flat reflective surfaces and a few other neat tricks.

RTX helps speed up artifacting correction and uses AI guesswork to fill in the gaps, but for a modern engine it'd be a complete monstrosity to calculate the models that are often millions of polys, so fine that you can barely even see jaggies anymore.
Full ray tracing is a pipe dream that won't be fulfilled, I think ray tracing in games will be more like the compromise developers made when they decided simulating atoms would be too taxing and just opted for hollow models made with polygons. Ray tracing will be used eventually , but it won't be anything like people make it out to be.
Naposledy upravil EmptyMag; 4. čvc. 2019 v 15.05
EmptyMag původně napsal:
Hatsune Miku původně napsal:

And full raytracing will likely never happen anyway.

People are delusional. Fully raytraced engines artifact too much usually for cleanup algorithms to compensate for, its unlikely with the sheer number of polys seen in modern engines that we'll ever see raytracing, except performed where it is useful like basic global illumination calculations, flat reflective surfaces and a few other neat tricks.

RTX helps speed up artifacting correction and uses AI guesswork to fill in the gaps, but for a modern engine it'd be a complete monstrosity to calculate the models that are often millions of polys, so fine that you can barely even see jaggies anymore.
Full ray tracing is a pipe dream that won't be fulfilled, I think ray tracing in games will be more like the compromise developers made when they decided simulating atoms would be too taxing and just opted for hollow models made with polygons. Ray tracing will be used eventually , but it won't be anything like people make it out to be.

By the time ray tracing is actually used, those cards that already exist will be obsolete
ExplosiveBolts původně napsal:
Stop.

I like the Tekken man's hair on your profile.
Dragonixor původně napsal:
EmptyMag původně napsal:
Full ray tracing is a pipe dream that won't be fulfilled, I think ray tracing in games will be more like the compromise developers made when they decided simulating atoms would be too taxing and just opted for hollow models made with polygons. Ray tracing will be used eventually , but it won't be anything like people make it out to be.

By the time ray tracing is actually used, those cards that already exist will be obsolete
Wouldn't surprise me, cards from 5 years ago are already considered low end.
It would be cool for them to do, but so far i've not been impressed with RTX features in any games yet.
can't wait for performance patch then
wwm0nkey původně napsal:
It's not easy to just add that into legacy games, just use Reshade for screenspace GI and Reflections

It's easier now. Nvidia and Valve did it with Quake 2?
Naposledy upravil Sparhawk122; 4. čvc. 2019 v 17.07
Sparhawk122 původně napsal:
wwm0nkey původně napsal:
It's not easy to just add that into legacy games, just use Reshade for screenspace GI and Reflections

It's easier now. Nvidia and Valve did it with Quake 2?
Quake 2 is actually an incredibly "baseline" game, the entire original game runs in a smaller performance footprint than a txt file, and it's fully explored and documented inside and out.

Also due to the landscape of graphics hardware and software at the time, the rendering logic is almost entirely standalone from the rest of the game engine, so they can plug in pretty much any interpreters, after effects, lighting methods, post processing and whatever else. Developers just have to work on making their plugin/functions work, without having to make any changes to the existing game.

So it gets used for a lot of internal concepts and demo builds like the RTX demo, they just usually don't release them.
Pyrocitor původně napsal:
Sparhawk122 původně napsal:

It's easier now. Nvidia and Valve did it with Quake 2?
Quake 2 is actually an incredibly "baseline" game, the entire original game runs in a smaller performance footprint than a txt file, and it's fully explored and documented inside and out.

Also due to the landscape of graphics hardware and software at the time, the rendering logic is almost entirely standalone from the rest of the game engine, so they can plug in pretty much any interpreters, after effects, lighting methods, post processing and whatever else. Developers just have to work on making their plugin/functions work, without having to make any changes to the existing game.

So it gets used for a lot of internal concepts and demo builds like the RTX demo, they just usually don't release them.

This
It'll never happen. It would completely show up the Xbox version so M$ would never allow it.
robomagon původně napsal:
It'll never happen. It would completely show up the Xbox version so M$ would never allow it.

It's going to do that anyway. But I don't think rtx would add much to it, so far in games you don't really notice it unless you're looking for it. The dlss would be good for people with lower end hardware, but that's about it(xbox alrelady upscales everything so why not pc nowadays?).
クズハモン (Zabanován) 5. čvc. 2019 v 13.40 
As someone who plans to buy a RTX 2060 super in the future
There's no real point to adding RTX to these games tbh, only a very small minority even have the hardware capable of running it flawlessly and I doubt those people are even interested in Halo.
Crab Key původně napsal:
As someone who plans to buy a RTX 2060 super in the future
There's no real point to adding RTX to these games tbh, only a very small minority even have the hardware capable of running it flawlessly and I doubt those people are even interested in Halo.
It's called future-proofing. It's why ultra high settings exist in brand new games when very few people have the hardware to run at those settings at launch.
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Datum zveřejnění: 1. čvc. 2019 v 20.56
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