Caporegime
RT will absolutely become mainstream but it's still a few generations away.
Please remember that any mention of competitors, hinting at competitors or offering to provide details of competitors will result in an account suspension. The full rules can be found under the 'Terms and Rules' link in the bottom right corner of your screen. Just don't mention competitors in any way, shape or form and you'll be OK.
I see a lot of people saying "I'll just turn off RT", but it's something that will become mainstream.
You will still be able to turn it off though. For goodness sake Fortnite has got Ray Tracing and it doesnt half tank the card when you turn it on, eg Nvidia (my sons both have them)
Its like motion blur I never have that on as I dont like it and you can just turn it off, RT will be same even if it becomes "mainstream" whatever that means
Adding RT does not save any time atm, it is extra work. It may save a lot of time on RT only games but i think any game that is developed primary for consoles in the next 5 years and most of the games that will be developed for PC will not be RT only. There may be a handfull of RT only games sponsored by Nvidia ( or AMD, Intel ) depending on who has an advantage on RT rendering at that point, released for the PC only market.
I don't know if the consoles refresh will use a much better video chipset but the games released for consoles will have to be able to run at least decent on PS5 and XboxX for the whole duration of this generation of consoles. So even if (let's hope) we will see heavier RT titles released for the "PS5 Pro" the game will have dumbed down settings for the PS5 original.
AAA games are designed around consoles, so considering how much faster the desktop cards are then longevity is of no concern due to RT performance. The reason RT is "held back" has exactly 0 to do with AMD and everything to do with needing to re-tool for next-gen (which is a process and hasn't been finished yet) and ofc having to cater to said consoles, so RT will be kept to a minimum outside of where it gives the greatest returns (usually reflections) for the cost. If anything RDNA 2 will age better than Ampere simply because Nvidia is quick to discard its older products as soon as the new one's out the door, but at least AMD & Devs are committed to RDNA 2(+) for this decade. Overall even with Ampere you'll start dropping off RT just because performance requirements will outpace the hardware (and driver) capability, so it will fall back to 99% raster anyway unless you want to drop <1080p or <60fps.
Upgrading for better ray tracing performance?
Upgrading for better rasterization performance?
Upgrading for more vram?
Mainstream means that it'll be the default in most games, at least until the game designer decides to stop supporting older cards. Like I said, it's a long-term thing but it will happen.
For now, you'll get both options, but if you're looking to keep the card for 4 years, lack of RT and ML performance won't help the longevity. Also need to look at it from the perspective of mid-tier users, who are the majority and are probably also the ones who aren't budgeting for a new card every 2 years.
by the time that happens the peope on here with RDNA2 cards would have moved on years ago
my favorite youtube clip was the linus crew trying to figure out which game had ray tracing on or off
by the time that happens the peope on here with RDNA2 cards would have moved on years ago
my favorite youtube clip was the linus crew trying to figure out which game had ray tracing on or off
Yes, and the heaviest RT games all had plenty of engineers from Nvidia sent over to make those things happen. Same as it ever was. They needed the marketing push so because they had the $ and talent to put to use they did. But if you look at RT scaling in any of these games it's clear most of the time the RT penalty is much higher (even on NV GPUs) compared to the more robust implementation done for console-only titles using RT (Ratchet etc.) And certainly if you read the dev talks it's clear a lot of the time RT's just tacked on mid-development or near the end just for the sake of the NV sponsorship because they're footing the bill.Whilst that is mostly true i.e. consoles come first, we have had plenty of games where ray tracing has been dialled up to cater for pc enthusiasts (which I am actually rather surprised by tbh)
One part is coincidence, due to the titles sponsored (on PC), f.ex. Far Cry 6 is just pushing their old codebase hard and the RT is tacked on & as practice for future next-gen only developments; if you look at Riftbreaker though it didn't hold back at all because it they did a lot of work on the engine first so there they went harder with RT - in other words it's easy to cherry pick examples but the overall picture doesn't support the hypothesis of AMD sabotaging RT. Most of it is them not having a big budget for sponsorships that's why all titles sponsored for RX6000 partner showcase were indies/AA with the sole exception of FC6.Why is it that amd sponsored games considerably dial back RT effects/complexity especially resolution for likes of RT reflections?
They could've absolutely done more with FC6 on consoles, but they didn't care. No reason for them not to use FSR for example, and for sure they could've fit RT Reflections in the budget. As for DL2, classic case of lipstick on a pig, also with heavy Nvidia involvement, as we have seen before - old looking assets & texture work, model detail etc but heavy with RT effects. Similar as what happened with Metro Exodus (which I loved, but still true).Also, look at fc 6, ray tracing had to be deactivated for consoles. Hasn't it been confirmed that dying light 2 ray tracing won't be supported for consoles either?
But if you look at RT scaling in any of these games it's clear most of the time the RT penalty is much higher (even on NV GPUs) compared to the more robust implementation done for console-only titles using RT (Ratchet etc.)
It doesn't really break like that, there's a lot of variance but it's not a matter of overkill or minimalist because there's examples of the opposite for both. F.ex. with Nvidia in COD you have excellent RT but it also scales appropriately in terms of a performance penalty, unlike say what happened with BF V initially (and still somewhat the case); but then for AMD you have things like Riftbreaker where you can absolutely not call it minimalist, though in general they didn't have a lot of titles like that (but as I've said before they didn't sponsor many titles to begin with). Again, it's not so much about the sponsorship as much as it is about the project, what engine it's working with and how far in they are. Until cross-gen is over and everyone can upgrade their tools then this is what we'll see most of.Robust is the wrong word, you either get overkill (NVIDIA) or minimalist (AMD) depending on who sponsored the game. While it looks great, it's very much a marketing feature - a more mainstream implementation will hit a good middle-ground and be better integrated with the game engine.
Robust is the wrong word, you either get overkill (NVIDIA) or minimalist (AMD) depending on who sponsored the game. While it looks great, it's very much a marketing feature - a more mainstream implementation will hit a good middle-ground and be better integrated with the game engine.
By the time RT is worth it (for a majority of people) all these cards (AMD and Nvidia) will be nice doorstops when it comes to RT performance.- ray tracing performance