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What do gamers actually think about Ray-Tracing?

Good to see it being implemented more and more, but at 4K it’s a real push, even with a 5090.

New DLSS modes, properly implemented, make even the Ultra Performance decent. Cyberpunk, HF RTX, I can run them at above 60fps at 4k on a 4080 without FG

Lighting looks good but I still don't get it. Had a small chuckle at some points when they're just stopped looking at a single light bulb on a wall, or holding the lighter up to a horse (on/off/on/off). Nice to focus in on these I guess to highlight the content, but who plays games like this. A lot of this just bypasses most people as you run around trying not to poop your pants! Give me obvious things, like nice water or mirror reflections, or streaming light through windows, yes, something big and impactful and worth the resource hit. Not a radiator that gives off nice shadows. lol. I know @mrk will disagree .:p Side note also, I know the game is in development and they make mention of that, but they keep saying how the materials in the engine are (insert superlatives here) but I honestly watched that and thought why do the textures look low res. Nice lighting, poor textures. Might just be me on that one. :D

All of those obvious things are / can be "given" by path tracing...
 
How many people are genuinely playing a PvP FPS game and taking the fps hit of enabling RT?

Haha I remember overclocking monitors in the grand old days of Counterstrike 1.6.

Everyone was trying it, with varied ranges of success but it really was all about trying to get an edge. Of course this was back in the day when most had 56k modems or if you were really lucky, a 128k ISDN connection :D
 
Haha I remember overclocking monitors in the grand old days of Counterstrike 1.6.

Everyone was trying it, with varied ranges of success but it really was all about trying to get an edge. Of course this was back in the day when most had 56k modems or if you were really lucky, a 128k ISDN connection :D
I remember when Quake 3 came out, most "serious" players slammed the graphics settings so low that it looked like it had crawled out of the '80s. I used to call it "Carrier Command mode".
 
Sensible decision considering how quickly BF6 will lose players. They need every player they can get considering the franchise is in the toilet.
 
People aren't interested in halving their frame rates for 'more realistic lighting', especially if they don't have £1000 GPU's.
 
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Sensible decision considering how quickly BF6 will lose players. They need every player they can get considering the franchise is in the toilet.
Hey, they've lost any chance of a purchase from me. I only buy modern military shooters to see the pretties in the singleplayer campaign. No pretties, no purchase. They could have RT in there as an option without excluding anybody.
 
Normal UE5 Lumen RT:

X9YRpkb.jpeg


Full PT:
aboF74c.jpeg


Indiana Jones and maybe one or two others have done PT so well it's incredible. Doom Dark Ages was another but Indiana Jones just makes way better use of natural lighting and shadows and the setpieces of each location makes the PTGI look so nice.
 
Indiana Jones and maybe one or two others have done PT so well it's incredible. Doom Dark Ages was another but Indiana Jones just makes way better use of natural lighting and shadows and the setpieces of each location makes the PTGI look so nice.
Why are the images so noisy? Is this the screenshot image compression or a DLSS thing? The hand and rifle textures look awful in both too, really low res. There is a lot of strange pixelation and checkerboard artefacting in the lower image not present in the upper image which suggests this isn't just screenshot compression artefacts.
 
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Maybe part IMGUR compression and part your screen brightness being way too high. The rifle wood is fully occluded so should be barely clear to see on a calibrated display, if you are seeing a lot of noise/artefact then your brightness is too high.
 
Maybe part IMGUR compression and part your screen brightness being way too high. The rifle wood is fully occluded so should be barely clear to see on a calibrated display, if you are seeing a lot of noise/artefact then your brightness is too high.
The rifle is very dark in the top image, not the lower. My screen is calibrated so that's not the issue, I can see detail through the windows which would be overexposed otherwise. Those checkerboard artifacts are present in various areas and all over, not just the hand, it's hard not to see them, they aren't present at all in the upper image.
 
Normal UE5 Lumen RT:

X9YRpkb.jpeg


Full PT:
aboF74c.jpeg


Indiana Jones and maybe one or two others have done PT so well it's incredible. Doom Dark Ages was another but Indiana Jones just makes way better use of natural lighting and shadows and the setpieces of each location makes the PTGI look so nice.

Old vs New
 
Haha I remember overclocking monitors in the grand old days of Counterstrike 1.6.

Everyone was trying it, with varied ranges of success but it really was all about trying to get an edge. Of course this was back in the day when most had 56k modems or if you were really lucky, a 128k ISDN connection :D

I go back that far and remember 56k gaming, around then I was just getting into tech and over the next couple of years monitor choices (CRT) for me and friends were high resolution CRTs like the Iiyama VMP 454, you could up the res to 2048x1536 for singleplayer games. But high res monitors needed faster scanning when they drew their picture, and the lower res you used the high refresh you got, I remember us all playing CS (pre 1.6) with about 800x600 with some stupid refresh rate for the time like 270hz or something daft.

As for RayTracing, it looks like such a good and natural way of lighting that I always have it on whenever I can, it's clearly the future but being an early adopter has always come with problems and costs. I went back and tried Cyberpunk again with my new CPU and a 3080 recently and the graphics for the lighting inside hub areas like the bars is next level.

Tricks with rasterization have kinda run out now I've noticed, it's costing a lot of performance to fake better effects than just do them in lower resoltions with RT and then denoise and upscale. That didn't come easy to me because I was always an IQ purist but all that extra tech, especially DLSS has really matured well, and will only continue to get better.

RT is the future but a hybrid approach with Raster was always going to be a problem, so much of the GPU is still general purpose rather than RT cores, once we all uncomfortably make that leap RT will become more realistic and we can just drop all the old approximation techniques and tricks. I've kinda relaxed since hitting middle age and I care less about image quality being more pure and accept that approximations are OK if they enable a bunch other cool stuff like RT. If I went back in time and told my 20yo self that, i'd probably have caught some fists or something lol.
 
Incase this was missed from DF recently, id software bring receipts as to why RT is pinnacle, unless everyone wants to go out and buy new SSDs just to store new games on going forwards.... 110GB of just lighting data alone is needed if using baked lighting, and that's at half the size, not even full size data!

 
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