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What do gamers actually think about Ray-Tracing?

I bought CP2077 to test ray tracing and it is pretty impressive. You can clearly see a difference and it has a noticeable impact on the immersion however, very few games actually do this well.
Probably helps it uses a custom engine with actual developers who know what they are doing rather then studios filled with UE5 users.
 
I've tended to turn RT off as I'm using a 6800XT @1440p, so it's been a case of not knowing what I'm missing, that's if the games I play make proper use of it. I've just purchased a 9070 XT so am interested in seeing what all the fuss is about.
 
You recall how cyberpunk released right?

That wasn't due to lack of ability that was due to being forced to release something too early because of shareholder pressure and poor project management, despite said Dev teams pushing back.
 
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That wasn't due to lack of ability that was due to being forced to release something too early because of shareholder pressure, despite said Dev teams pushing back.

Cyberpunk has some good narrative content but its also a bit generic, if the devs were just allowed to cook it might have been something more, having pressure from some higher power is both a curse and a blessing, the game was released a bit broken and probably not what its devs wanted it to be but at least it was finished in a reasonable time.

On the Engine, yes its their own Custom Engine, REDengine. Its a very good looking game for its time, still looks good now and the game can run on potato hardware while still looking really good, UE doesn't look that good nor does it run well on potato hardware, or even on high end hardware...
 
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That wasn't due to lack of ability that was due to being forced to release something too early because of shareholder pressure and poor project management, despite said Dev teams pushing back.
This is all assumption in all fairness but it doesn't change it took them nearly 5 years to get it to where it is now from what was already a 10 year cycle.
 
This is all assumption in all fairness but it doesn't change it took them nearly 5 years to get it to where it is now from what was already a 10 year cycle.

Yes, it had a lot of bugs but as this thread is about Ray tracing and the comment referred to the engine I assumed that was the focus of the topic.
Ray tracing was working from day one.
 
Yes, it had a lot of bugs but as this thread is about Ray tracing and the comment referred to the engine I assumed that was the focus of the topic.
Ray tracing was working from day one.
Mean I replied to a relevant post regards to developer implementation and developer ability but I just had to call that out spending 5+6 years later to fix something isn't really highly regarded. I agree RT looks great given a game in select environments and it's implementation in it.
 
Despite what the Marketing, especially from Nvidia, has claimed, neither Tessellation or RT is as transformative as when we went from 2d to 3d games, but Nvidia just wants you to think it is.

What does actually drastically alter the look of games is HDR, but unfortunately the HDR rollout and implementation has been even worse than RT. And I don't know if it's going to change anytime soon either, we still have a major problem of fake HDR screens being used and an entire media and content global industry that for the most part is still setup to fully cater to SDR content production.
RT/PT is transformative insofar is properly implemented and used. Raster can be rather flat looking - since you've mentioned HDR.
The way PT/RT manages to bring out subtle details in the textures / models is beyond what I've saw with raster alone.

 
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Terrible example to promote RT/PT, the amount of detail lost in your example is incredible.

Elevator steel bars have turned into wire rope, the elevator button wording has evaporated, the distinct orange paint that's got a worn out ('back to metal' effect)silver has been blended to give an orange/brown effect.

The amount of blurring causing detail loss when you enable PT'ing is off the charts imo.
 
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Terrible example to promote RT/PT, the amount of detail lost in your example is incredible.

Elevator steel bars have turned into wire rope, the elevator button wording has evaporated, the distinct orange paint that's got a worn out ('back to metal' effect)silver has been blended to give an orange/brown effect.

The amount of blurring causing detail loss when you enable PT'ing is off the charts imo.
Zoom in, the steel bars do look like wire rope, is just that raster fails to proper illuminate the scene to see them from afar (or maybe you just looked from your phone/smaller screen). Same for the elevator buttons. They look better and proper to me, based on their would be shape/form. The brown effect is the actual color of the metal when you have the light bouncing around, "borrowing" color from its surrounding, it gets "brown" in the darker area and the overall scene has a warmer color/white balance. Look to the left, the area above the "wire rope". Where it's more light, the elevator metal goes from brown in raster scene to orange as more light hits it compares to the lower side (as it should). Moreover, look at the weapon how it pops out from the bland look of raster.

Also look at the example with the female character. It's night and day.
 
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Terrible example to promote RT/PT, the amount of detail lost in your example is incredible.

Elevator steel bars have turned into wire rope, the elevator button wording has evaporated, the distinct orange paint that's got a worn out ('back to metal' effect)silver has been blended to give an orange/brown effect.

The amount of blurring causing detail loss when you enable PT'ing is off the charts imo.

Don't worry mate. When AMD release their next GPU that can do RT/PT properly you will suddenly love the PT :p:D
 
Don't worry mate. When AMD release their next GPU that can do RT/PT properly you will suddenly love the PT :p:D

PT is also not playable on most Nvidia GPU's, its less **** on Nvidia than it is on AMD yes but unusable on an £800 Nvidia GPU is still unusable even if its not as bad as it is on a £600 AMD GPU.

You're waiting for PT to be usable being in the Nvidia camp just as those in the AMD camp are so don't think of yourself as somehow better because you spent £200 more on something that is just as useless for the task in question.
 
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Oh and... for your extra £200, or 33% more money that nets you 11% more Ray Tracing...... yeah, so much for Nvidia's high cost reasoning, or is that now Path Tracing that even most Nvidia users cannot use?

fMyicdl.png


 
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Oh and... for your extra £200, or 33% more money that nets you 11% more Ray Tracing...... yeah, so much for Nvidia's high cost reasoning, or is that now Path Tracing that even most Nvidia users cannot use?

fMyicdl.png




Going by actual Path Tracing, the difference is larger vs 5080 (at 4k in AW2 is around 55%), with the 9070xt being closer to a 4070ti. That 4070ti would be fine for 1440p with DLSS and for 1080p, probably something like a 4060 16GB would do fine, too.

And with 4080 I do 4k60fps without FG.

So yeah, it's doable for more than a "few cards", but it needs to be properly made. It wouldn't hurt a slider with DLSS, to fine tune the ration between internal and output resolution. Just the presets are ... limiting.

pt-alan-wake-2-2560-1440.png
 
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