Thanks.
I guess consumers would appreciate it more if these development cost savings were passed on with cheaper games, instead of the price hikes on games. Essentially as things stand now, consumers are having to buy RT hardware so the developer can save money.
The problem with the videos you linked which analyse RT is they always compare RT on/off in the same game, when we all know if these games were non RT the standard lighting would be much better implemented. I dont know the solution to this issue because you cant really compare one game to another, but every RT game I have seen, the non RT lighting is massively nerfed vs older games.
Also interestingly on deathloop, I think I prefer the visual quality mode, the ray trace mode has blurry shadows, loss of detail, and the lighting seems over exposed.
In theory, all the time saved would allow them to focus on other areas and/or faster time to market.
No one is "having" to buy RT hardware either, of course if you want to use RT then yes you will have to buy hardware with RT support but we are still a long way of from RT "only" games (next one coming is ubi/massives avatar game) and given that current gen consoles + all gpus from last 1-2 years have RT support, it will eventually just become the norm, it isn't going to fade out and will only gain more traction with time i.e. by the time we start seeing "every" game with RT levels like cp, metro etc. or even better RT support, the majority of people will have RT hardware and chances are probably hardware with superior RT capabilities too.
What we have seen with RT so far, even in the best RT games is still the tip of the iceberg where as the likes of RDR 2 are pretty much the absolute best (within reason of time spent) that rasterization has to show.
I don't disagree, some RT games have shown little to no effort put into the rasterization methods but again, this is why I always refer back to this:
Best way to prove this is to compare metro exodus and the enhanced version, people ranted and raved about how good metros lighting, shadows etc. were yet even still, compared to the RT version, it looks like **** in comparison.
No one seems to comment or rather come back to that point...
CP 2077 has also been regarded as being very good for its rasterization methods yet RT still is superior.
What do you mean by blurry shadows too? Shadows are behaving the way they should i.e. this is a very good showcase of RT shadows:
This is where the RT VS rasterization debate can be summed up with people preferring an artificial/fake appearance over a more realistic appearance.