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BF5 with AMD Using Rx570 -Ray Tracing

Problem is people are using this to slate ray tracing but the underlying technology is capable of far more and far better - sure that might require people on the team with a better understanding of the physics of materials, etc. but most people are using this as an excuse to hate on RTX.
Exactly, hating on the technology, just because it is being used badly is really dumb.

Nobody hates the technology. Making sarcasm for the crap implementation doesn't mean hate.
Nor is hate the criticism (and sarcasm) we consumers do about bad practices by companies (eg DICE, NVIDIA) and cheating.

Only those with vested interested, or worse blind religious mentality, see any type of criticism as hate.
 
Nobody hates the technology. Making sarcasm for the crap implementation doesn't mean hate.
Nor is hate the criticism (and sarcasm) we consumers do about bad practices by companies (eg DICE, NVIDIA) and cheating.

Only those with vested interested, or worse blind religious mentality, see any type of criticism as hate.

A lot of people are using poor implementation to pan the underlying technology and claim it isn't capable of X, Y or Z...
 
A lot of people are using poor implementation to pan the underlying technology and claim it isn't capable of X, Y or Z...

Do you know whats great tech we should have had for years and not using mediocre solutions? Real time rendering.

That's on an ancient GTX980 1440p

That one on Vega 64

And so was this

Yet what we get with "Ray Tracing"? Games like Control who look worse (especially the textures) than Crysis 3 of 6 years ago and SWBF1 & 2.
And to run Control on a low-med grade card like the 2060S you have to run them at 720p!!!!!!!!
 
Do you know whats great tech we should have had for years and not using mediocre solutions? Real time rendering.

Real time rendering isn't a tech in itself - it is a variety of approaches to do flexible lighting (many using simplified ray tracing techniques using sparse voxel systems) that can be dynamically adjusted to represent different times of day, environments, etc. and it is very difficult to actually make it work in a game versus heavily constrained in a tech demo. If you look at the games that try to do it in Unity they quickly encounter issues at a bigger scale. Ray tracing ultimately enables doing "real time" rendering at a video game level.

A lot of what makes those videos look good is heavy use of photogrammetry at a level that would be prohibitive throughout the width of a video game without a huge team, clever use of lighting in a controlled manner so as to not break down the illusion and the managed use of depth of field, etc. to also keep up the illusion - it would quickly fall apart in a video game.
 
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