Let's talk about ray tracing. You've probably already looked at our RT comparison shots and wondered "are you ******* kidding me, that's it?" Yup, seems that ray tracing was sneaked in at the last minute, probably to grab some $$ from the console or GPU vendors. Instead of including proper ray tracing, Arkane added ray tracing support for shadows cast by the sun only. No other light source is taken into account for RT. This means that indoors looks exactly the same with RT on or off. The reason for this design choice is that otherwise they'd have to go through all levels, mark all the individual light sources as "RT enabled", properly test whether everything looks right, apply fixes, etc. But cmon, it's just four maps, I can do that in an afternoon. It also seems that there's no secondary light bounces and the rays are cut off after traveling a certain distance, both help to cushion the performance hit from RT. I had to lol when I realized that the player doesn't cast any raytraced shadow, so much for "RT = realism". There's also no ray traced reflections, which would have been an easy addition, especially considering the game is set on an island world with plenty of reflective water. Our comparison screenshots clearly show that the differences between RT on and off are minimal, impossible to spot in regular gameplay. I had to go back and forth between my comparison images just to find interesting areas to highlight. If this is what ray tracing offers, then I'd say ray tracing is a scam and waste of performance. Good that there much better implementations of RT exist. I also suspect that the limited RT capability of consoles played a role here. Let's face it, games are developed for consoles first and ported to PC later. I feel like NVIDIA, being the ray tracing leader on PC, will have to do better here, to convince developers to add meaningful ray tracing to their games, so they can sell their graphics cards and people won't just buy an AMD-powered console.