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AMD Navi 23 ‘NVIDIA Killer’ GPU Rumored to Support Hardware Ray Tracing, Coming Next Year

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Just been watching an rtx on/off vid for watchdog legion... If you needed anymore evidence that rtx is snake oil.. well here it is. What a load of tripe. Bit like gn.

RTX being snake oil is one thing but:

If the game had been built from the ground up using path tracing, and not a token feature that could be turned on for limited effect, you'd have a very different opinion... RT itself is not snake oil we just aren't at the point yet where games can use it in a way that makes it truly stand out without while still maintaining backwards compatibility. If the game was using RT features properly you'd have indirect and scattered light amongst other features throughout the scene immensely increasing visual fidelity.
 
Just been watching an rtx on/off vid for watchdog legion... If you needed anymore evidence that rtx is snake oil.. well here it is. What a load of tripe. Bit like gn.

I can see a difference in the reflections, even that tall building in the background has reflections on its windows even though its like 2 miles away. If there is RT shadows or GI, I can't tell any difference.

But oh boy that Ubisoft trash performance they are known for - RTX3080 dropping under 30fps at 1440p Ultra. The consoles don't show that level of RT reflection draw distances though - some of the console game with RT I've seen so far, the developers seem to hard lock the RT reflections to a few meters away, so reflections just pop in (see Dirt 5 and Ratchet and Clank for a good example)
 
RTX being snake oil is one thing but:

If the game had been built from the ground up using path tracing, and not a token feature that could be turned on for limited effect, you'd have a very different opinion... RT itself is not snake oil we just aren't at the point yet where games can use it in a way that makes it truly stand out without while still maintaining backwards compatibility. If the game was using RT features properly you'd have indirect and scattered light amongst other features throughout the scene immensely increasing visual fidelity.
Are we anywhere near having the power to make this a reality tho... I still get the distinct impression we're hyping up RT years before it's ready for prime time, because we just don't have the power necessary to go all-out RT and really derive the full benefit from it.
 
RTX being snake oil is one thing but:

If the game had been built from the ground up using path tracing, and not a token feature that could be turned on for limited effect, you'd have a very different opinion... RT itself is not snake oil we just aren't at the point yet where games can use it in a way that makes it truly stand out without while still maintaining backwards compatibility. If the game was using RT features properly you'd have indirect and scattered light amongst other features throughout the scene immensely increasing visual fidelity.

Absolutely. I really look forward to games that can harness the feature sets available through hardware & software to provide us with amazing environments. It's worth remembering that however impressive the tech it's the artistic interpretation of narrative & atmosphere that really captures our imagination in games. I like to reference KCD.. despite using gi it truly shines in its depiction of the natural world.
 


It's not above them to make subtle changes to highlight the RT version even though it has nothing to do with RT.

That is something to do with the way pedestrian crossings in the game work I think (maybe) - if you go to 4:26 the crossing is in different states.

Are we anywhere near having the power to make this a reality tho... I still get the distinct impression we're hyping up RT years before it's ready for prime time, because we just don't have the power necessary to go all-out RT and really derive the full benefit from it.

Sort of - we are much nearer than some people allow - if developers get on and using it and AMD jumps on the ball as well - the path tracer in Quake 2 RTX is far fuller featured than some people realise or allow for - at the same time we really need a little bit more so as to be able to move away from having to make compromises and to fully implement some features to best effect - currently there is a trade off with noise for instance where the denoising process used to make up for limited ray counts isn't quite at desirable levels yet - but it only needs a little bit of a push to get there if everyone got behind it.
 
That is something to do with the way pedestrian crossings in the game work I think (maybe) - if you go to 4:26 the crossing is in different states.

Looks like it, its lights in the ground and you can still see the lights on the other image but its turned off. IN real life, those lights could be there to help get drivers attention that people are crossing, I'm not familiar with London
 
Looks like it, its lights in the ground and you can still see the lights on the other image but its turned off. IN real life, those lights could be there to help get drivers attention that people are crossing, I'm not familiar with London

I'm not sure without looking into it - but I noticed that between the different runs the crossing is in different states electronically and I'm guessing the lights on the ground are probably tied into the timing of the crossing state in some way.
 
If you look at the button just above the player's right shoulder at the bottom of the street lamp it is green on the right hand side (crossing active) and unlit on the left (crossing inactive).
 
Are we anywhere near having the power to make this a reality tho... I still get the distinct impression we're hyping up RT years before it's ready for prime time, because we just don't have the power necessary to go all-out RT and really derive the full benefit from it.

This is just me messing about and the scales are a touch off LOL not to mention still knocking into limitations of the Quake 2 geometry pipeline and lots of stuff could be improved but the path tracer in the game is capable of stuff like this (and better) at playable frame rates on the newer cards:

6aUBgBs.jpg

Not just what you can see in the stock Quake 2 maps which don't really take advantage of it.

(None the less I threw those models together in like 5 minutes each and I'm no graphic artist)
 
Aaaaand it’s starting.

After ‘only difference between xbox s x and s s will be resolution’, we bring you :

DMC5 SE won’t have raytracing on Xbox series S only X, not even at 1080p 30fps...

https://twitter.com/DevilMayCry/status/1320888185078108161/photo/1?ref_src=twsrc^tfw|twcamp^tweetembed|twterm^1320888185078108161|twgr^share_3,containerclick_1&ref_url=https://s9e.github.io/iframe/2/twitter.min.html1320888185078108161

:D

1 more day, got popcorn ready...

Well put it this way, the 6800xt which is probably a 24tflop GPU is rumoured to have 2080ti RT performance - so the 12tflop series x has 2070 RT performance and and the 4 Tflop series s? That's not even on the scale, Nvidia hasn't yet released an GPU with such weak RT performance. So I would not be surprised if many more games do not allow ray tracing on the series s
 
to each their own,the PS4 Pro was so noisy, clunky and gameplays felt so heavy and slow that I promised to myself never bother with consoles again(with exception of Nintendo handhelds).specially since from last gen on,consoles have same PC architecture .I just can't sacrifice smooth fast framerate,noticeably superior graphics and definitive versions of games for the "continence" of pick up and play watered down versions of games.

Yeah God of War and Uncharted 4 were sooo unplayable.

Hahaha get over yourself man.

How unfortunate that people let themselves get so clouded by the framerate moaning that they cant appreciate a good game. Gameplay seems secondary to lot of people. They seem to prefer spending 15 minutes in a menu then an hour constantly looking at a little number in the corner of a screen.

"i just cant sacrifice". Its hilarious how serious this supposedly relaxing experience is for people.
 
lol people still going on like RT is the second coming of christ... as has been said MANY NUMEROUS TIMES... RT is still not ready for mainstream, we are probably 2 - 3 GPU generations away from it being ready for mainstream, seriously, i definitely wont be buying any hardware based off RT performance. Especially given RT is in a handful of games and is now the latest "cool must have" so people are strapping and bolting it into stuff just for the Wow factor and to also be part of the me too.

It its current state its garbage, plain and simple, a cleverly marketed garbage feature to get the sheeple to gobble down more of Nvidias dross, and it looks like theres quite a few suckers here who have swallowed it whole and now regurgitating its dross everywhere.

Give it another few GPU Generations then we may be ready for mainstream Ray Tracing, until then keep living in your fantasy worlds with bolted on Ray Tracing and basking in the glow of JHH's Leather Jacket as it disco balls light beams everywhere for you into your eyes, heart and soul! :)
 
Yeah God of War and Uncharted 4 were sooo unplayable.

Hahaha get over yourself man.

How unfortunate that people let themselves get so clouded by the framerate moaning that they cant appreciate a good game. Gameplay seems secondary to lot of people. They seem to prefer spending 15 minutes in a menu then an hour constantly looking at a little number in the corner of a screen.

"i just cant sacrifice". Its hilarious how serious this supposedly relaxing experience is for people.
God of war was so much fun!
 
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