Instalar Steam
iniciar sesión
|
idioma
简体中文 (Chino simplificado)
繁體中文 (Chino tradicional)
日本語 (Japonés)
한국어 (Coreano)
ไทย (Tailandés)
български (Búlgaro)
Čeština (Checo)
Dansk (Danés)
Deutsch (Alemán)
English (Inglés)
Español - España
Ελληνικά (Griego)
Français (Francés)
Italiano
Bahasa Indonesia (indonesio)
Magyar (Húngaro)
Nederlands (Holandés)
Norsk (Noruego)
Polski (Polaco)
Português (Portugués de Portugal)
Português - Brasil (Portugués - Brasil)
Română (Rumano)
Русский (Ruso)
Suomi (Finés)
Svenska (Sueco)
Türkçe (Turco)
Tiếng Việt (Vietnamita)
Українська (Ucraniano)
Informar de un error de traducción
Because it just looks better.
The way lighting bounces and looks properly under objects, no more super bight under objects, or pure black for shadows.
The way reflections actually display yourself and the world around you like they should.
The way the light bounces off objects, casting the correct colors and illumination.
This is why people like ray tracing. Yes a game can look good without it, but when done right Ray Tracing looks infinitesimally better. The downside is, if you've poor hardware, then you'll be using lower ray tracing settings, so things will look odd.
your response would make sense if every game that utilized ray tracing looked like real life in every other aspect, and the only thing missing were the things that you mentioned. however, i dont think thats the case - almost all of the rtx games i mentioned suffer from poor texturing (especially ones like control and metro), poor draw distances, or poorly designed characters
i would challenge you to explain why ray tracing is a better investment for a game like metro exodus rather than focusing on improved texturing or faces that look remotely human
when there were previous technologies, like nvidia gameworks or whatever all the fog/hairworks stuff was called, they were additional expensive technologies added in games like ffxv and witcher, and combined with more holistic improvements across the board
now it feels like many games dont bother with realistic assets just to have the ray tracing sticker, hence why so much ray tracing is still in tech demo territory in terms of games (woooo, they added rtx to minecraft and quake, light bounce is soooo important when i play those games...)
my contention is that games without ray tracing like rdr2 and gow still manage to look better than most games with ray tracing, and that the focus on the sticker is holding games back from meaningful improvements in traditional areas as far as i can tell
2018 - 2019? ROFL! 🤣
Raytracing as a mechanic already existed way back in the 1980's. Sure, the implementation wasn't as extensive as it is now, but the underlying mechanics never really changed all that much over the years. As for PC usage, that already existed in the 90's; look up POVRay for example.
No game looks like real life.
how is stuff like that more important than making faces that actually emote in a game with a ton of characters/where tons of enemies are human, a game with supposedly emotional moments, and improving your impression at the tons of time you spend up close to the ugly textures for most metal objects (in a game with tons of metal objects)?
if you compare like the hospital you start off with in exodus to like the hospitals in 2033, it barely looks different i would say, and i dont see how like 8 years down the line thats a good thing for game graphics so we can have situational upgrades that are only meaningful when you stand at a specific place at a specific time of day at a specific angle
https://youtu.be/NbpZCSf4_Yk?t=185 Starting at 3 minutes in if doesn't do it automatically.
Secondly, your Spider-Man complaints in another thread, blaming ray tracing for the dirty windows... Well...
https://steamcommunity.com/sharedfiles/filedetails/?id=2901833040
Because, umm..
https://steamcommunity.com/sharedfiles/filedetails/?id=2901833088
They are dirty.
You also seem to be using a very very big upscaled, like performance or ultra performance in your screenshots, for why ray tracing looks so bad, and the edges of lines etc. Where as mine is crisp and clean.
Also, as you commented on my screenshot, I was not crushing you. I was pointing out something is wrong your end for the image to look so poor. Either sharpening heavily over done, or running Ultra Performance, or Performance settings which drastically lowers internal resolution thus makes it look poor in detail(I know it has to be some form of upscaling due to the alpha lines around flags and poor RT image on buildings and over sharpened lines)
If your image looks that odd, at 4K, what other settings are you running in other games that can affect texture detail so much?
Can you point on the map where that building is, I lost it? This was on dlss balanced, and sharpening was on 10 I think? I wanna test it out with the various sharpening methods and see what it is later tonight
Again, I'm pretty sure ray tracing is just a way of doing global illumination:
https://en.wikipedia.org/wiki/Global_illumination#List_of_methods
Where in the video does it say global illumination is something different from ray tracing?
There ya go. Gotta keep in mind, Ray Tracing will only look as good as the environment it is in. If you do upscaling, things get distorted in quite a few games. Think Control is one of the few where it actually gets better oddly. Balanced is only 57.8% of your 4k resolution. Meaning you're actually rendering at 2225x1252
And I didn't mean to confuse you. I meant as in, they have zero standard global illumination in Enhanced. Everything is done by ray tracing instead of the tricks done in 2019 release where things were mixed. Yes, it's global illumination, but everything is done fully ray traced this time in Enhanced version.
https://steamcommunity.com/sharedfiles/filedetails/?id=2901839556
https://steamcommunity.com/sharedfiles/filedetails/?id=2901839573
https://steamcommunity.com/sharedfiles/filedetails/?id=2901839607
https://steamcommunity.com/sharedfiles/filedetails/?id=2901839628
https://steamcommunity.com/sharedfiles/filedetails/?id=2901839654
Also my in game settings were DLSS quality so I think that screenshot was on Quality, not balanced, but im not sure since i was experimenting around.
So yeah, TAA does look better marginally, I will have to see if maybe its the oversharpening that was doing it in the screenshot, not really sure.
https://i.imgur.com/sRjnfPP.gif
Look at his left hand as the gif plays, the building and background. Look at the foliage right of his head.
Just keep in mind, again... Ray Tracing will only look as good as the internal resolution allows. Why when can run games at native 1440p+ without any AI upscaling, things look so much better. From shadows, to reflection to how the light bounces against surfaces.
Also, ray tracing can't magically make a game look better. Ray Tracing is supposed to enhance the experience, not over take it. Still requires good texture work and modeling, and ray tracing can oddly be done poorly as well, Quake 2 RTX for example =P
also i checked out taa/dlss quality sharpening 10/dlss quality, and it seems that dlss quality and sharpening both make the reflections look worse! for me personally i hate the taa blurriness of like the trees in there, so i still prefer the dlss look overall i think especially since the performance is better, but its interesting how it does hurt reflection quality!
https://steamcommunity.com/sharedfiles/filedetails/?id=2901846071
https://steamcommunity.com/sharedfiles/filedetails/?id=2901846129
https://steamcommunity.com/sharedfiles/filedetails/?id=2901846153
I'll have to check this out with a game with other ray tracing features, but I don't think ray traced effects exhibiting artifacts is as obvious as it is with reflections, but that makes sense actually!
okay, so after playing with it more i noticed:
1. dlss for some reason changes the game to be a bit brighter
2. taa resolves reflections a lot better, and for some reason shadows as well, which is important in this game bc lots of glass
3. dlss resolves distant lines a lot better (idk if they're "oversharpened") but i prefer them that way, i think, which i think is also pretty important because some buildings with TAA native look like they're all made up of one big window
so in some cases, taa makes one aspect of the image looks worse, and in some cases its dlss (like for me, i think TAA makes leaves all look very soupy in central park, but it also gives them way better shadows than DLSS does). So DLSS is kind of like playing with lower shadows/reflections and higher draw distances/textures or something