When it comes to the actual games we play, they don't exist in the context of what ray tracing actually offers when it comes approaching IQ beyond rasterized look. And you are creating a strawman with it's implicity because you cannot argue that it does. Whether, it's your strawman or it's not available in the games we play simply doesn't change the fact that it's not available.
We won't see games that look like that demo be it you want to argue your own point of "all that is offered" or not. It simply won't change what's actual available to games today.
I'm not really disagreeing with what you're saying here. Ray tracing can be used to varying degrees and right now it's used in small amounts in most of the games it is used in and that will be the case in the upcoming titles, purely because it's too expensive to do in large amounts. You're saying that it's not available in games we play which seems to be a subtle shifting of goalposts here. Who is "we"? Many gamers have been enjoying RT effects in games they play since the RTX 2000 series launch and many are looking forward to RT effects in games soon to be launched.
I don't agree you are applying the term correctly.
I haven't presented you with limited choices. Nor subscribe to your strawman. However, I did bring forth the opinion that, do to the RT Demo's, etc. That ray tracing is very limited to how we see it in the games we play now. I assume you intended to say false dichotomy as I've not heard of just dichotomy in the context you seem to imply. Nor can you accuse someone of being "somewhat" dichotomy. At this point you're simply name calling in an attempt to label.
To be clear when I said false dichotomy I was referring to your presenting 2 choices.
1) Either a game is fully ray traced and it looks better than what you can achieve with rasterization, let's just take the marbles example since you've used that (and I agree it's a good example)
2) Otherwise it's just a gimmick
And I'm simply saying, I disagree. That you can use a bit of ray tracing for certain graphical effects that look better than the rasterized attempts. Once such real world example is screen space reflections that rasterization uses, compared with ray traced reflections. There's known limitations with screen space reflections which rasterized equivalents do not have, and so the rasterized versions look more true to life. Side by side animated comparisons here for example:
https://www.nvidia.com/en-gb/geforce/graphics-cards/rtx-2080/
That's none of my concern. My position is that even though ray tracing is used in games those games still have a rasterized look that limits how well IQ could be if it was fully RT'd. That hasn't changed.
This is where things get a bit more muddy. The rendering of those games is a hybrid rendering, most of the scene is rendered with a classical rasterization engine and then certain parts of the scene are overwritten by a raytraced rendering. In this case the rasterization portion is not a limiting factor for the ray traced portion. If you use a ray traced puddle or reflective car and ray tracing is enabled on that piece of geometry then what is reflected in that is ray traced, just as good as quality as it would be if the whole scene was ray traced. Of course the rasterized portions look the same as before, so the image quality of those portions are the same, but the image quality of the RT portions is better.
Obviously if the whole scene were ray traced it would look a lot better but we can't do that because it would grind to a halt with any modern complex 3d game. What I'm saying is that if we can improve just 10% of the screen with ray tracing then that's a winner because we get some improvement. And I'll take some improvement over no improvement.
I am fully aware of that. However, this is done at the cost of those who invest in it with nextgen hardware. It's a hard sell, to me, to buy new HW in which an API isn't fully development. So by this statement alone it would certainly cause reservation until I can see there is a level of maturity to it. Which is the gist of my replies on the subject. So apparently we agree.
Well the APIs are kinda settled, RTX for Nvidia path on this certain is and DirectX have ratified their own DXR variant as well, so the core parts of the technology are done. Originally in 2018 as a windows 10 DirectX update, and then updated in 2020 to v1.1, so the API for this is mature. And so are most of the basic ray tracing functions and effects, the only thing that's not very mature is the hardware. We're limited in what we can use because we don't yet have the speed for it, that's the bottom line. As any technology stack matures the early adopters are the ones who get first access to it, and they have to put up with limited and often janky implementation.
But the point of technology progress is that if you don't start somewhere you do not advance. if we want good ray tracing we first have to do bad ray tracing and then improve it. For example: If we have 800x600 screens and we want 8k screens first we have to advance to 720p, then 1080p, then 1440p, then 4k and then 8k and all the other steps in between. You can't have a 800x600 screen and say well this 1024x768 screen isn't 8k yet, so it's just a gimmick. It's like...sure, it's like only 10% better. But better is better, let's not downplay better.
I'm not saying you should buy into ray tracing right now, it's only on a limited number of games, if you don't want to jump onboard and you're happy with your video card then I'm 100% fine with that, as you have quite rightly pointed out, there's an early adoption penalty for getting in on new tech early, you're basically beta testers. Where my disagreement is that first of all it's a gimmick and that's just not true, ray tracing has been the holy grail of rendering for an insanely long time, anytime we want the best quality possible like in rendered movies or rendered 3d images we use ray tracing, and doing it in real time is nothing short of an insane human feat of engineering. Doing it partially still gives us partial upgrades in quality.
Again, whether you believe in your own strawman or not what you disagree with is still a valid opinion to have. However, my opinion is that RT, as demo'd vs what we actually see in games causes a disparity in IQ that cannot be ignored. And because it's secondary to rasterized games does come off as a gimmick. That's the point I'm making. There is no false dichotomy.
And if you want to show what ray tracing actually can do you would need a 100% ray traced environments. Which is why the demos were presented. Unless you contend to imply that one should advertise 100% ray traced demo as a representative to roughly 1/3 of that found in actually games.
This is tricky because there are many different types of demos:
1) Full scene ray tracing like the marbles demo. And then there's real games that use that kind of full ray tracing like Minecraft and Quake 2.
2) Mixed ray tracing and rasterization such as the Nvidia reflections demo (the star wars looking one). And there also real games that do this such as Battlefield V.
And actually of all the demos so far shown off, the vast majority are mixed. Marbles is the only full scene ray tracing demo I'm personally aware of, and seems to be somewhat of an exception. If you look on the Nvidia demos page all 3 demos for RT are hybrid (Reflections, Atomic Heart and Justice)
https://www.nvidia.com/en-gb/geforce/community/demos/
100% of the Nvidia 2000 series launch event was mixed/hybrid: The Sol demo, the infiltrator demo, the shadow of the tomb raider preview, Metro Exodus preview, Assetto Corsa preview, Atomic heart preview and finally the Battlefield V update.
IE: RT Demos are showing what rt can really show in IQ.
However, those are just demos and not found in actual games.
Therefore, I am skeptical that RT is beneficial in the game we play now. Even though we have HW for it. At best we only get elements of RT in rasterized games.
Counter Argument: Well, you're just posting a false dichotomy...what did you expect...
Haaa!
I suspect having now looked again through all the marketing stuff for both the 2000 and 3000 series launch, looked through all the demos, I'd guess that your perception is that most of them were misleading because they're full scene ray traced and we rightfully cannot expect that in real games. And I don't think that's true. The overwhelming examples we have for ray tracing today are mixed/hybrid with rasterization.
This is kinda a long post, I'm trying quite hard not to be antagonistic in my response, if any of this seems offensive or whatever, that's not how I intended it. I'm genuinely trying to work out why our stances are so different from one another on this and I think I've found a few places where we disagree. Anyway it's a good discussion, my labeling of things as false dichotomies is not intended as an insult or personal attack on you, and if it's a straw man it certainly wasn't deliberate.[/quote][/QUOTE]