Again, I blame 8GB vRAM for that (and consoles). These could be way better, as modders proven. Adding RT for realism but leaving textures bad is a sin! >)
I've not played it yet, but on few vids I've seen gameplay it looks good and not too overdone with some effects.
Absolutely, but they were sure to do it properly instead of just slapping RT effects on top and calling it done - which is my point exactly.
RT and destruction should work very well together. I am yet to see it done well, though.
I play Riftbreaker a lot recently, great game with great graphics!
Absolutely in this one RT is done right, even if limited, but doesn't klill FPS for nothing.
However, I don't believe it to be a AMD sponsored title (you won't find AMD logo on start screens, description, etc.) - it's an indie game where they wrote their own engine and tried to use only open technologies (hence FSR but also XeSS, etc.). They posted a lot of technical info about their engine and what they did, how and why. Nothing of that had anything to do with AMD in sponsorship matters. Most games do not use RT with such good results, though. Plus, for reflections they decided to use (again open source stuff) AMD tech without any RT, for performance reasons. I reckon the most they got from AMD were some advise now and then how to implement stuff best and "advert" on AMD website. As far as I am aware no monies or official contract were ever exchanged.
You misread what I said - I don't criticise RT reflections as such, they're often superior to SSR, especially when moving camera doesn't cause reflections to vanish, etc. I criticise how they're implemented in most games - making things often look unrealistic, in bad taste. It's not the fault of RT, it's simply devs trying to show off with bad results. I refuse to have my FPS killed by such bad use.
Wet roads in CP2077 = good effect. Shiny floors and walls in all buildings = bad, unrealistic results. The latter is still very common.
It's not just that. They need to run through WHOLE game and adjust light positions and not just make them shine with realistic rays - that's not going to work, when game was designed with "fake" light in mind. Modders often don't do that, as it's way too much work. Textures of course as well, but RTX Remix has built in AI generation for textures, I believe, that makes it faster and easier and one can easily adjust how reflective each is, what material etc. (even existing ones). That's, again, not really being done. People forget there is a reason games take time and monies to make, hence I wouldn't count on anything actually looking good coming out anytime soon from the RTX Remix modders.
I don't know what the exact reasons are for most UE5 games missing hardware RT, but likely it's about performance and the fact that most of the GPUs on the market still can't do HW RT fast enough to bother, when software solution is good enough. For the real, full RT in games, without too many compromises, we'll wait a generation or two more likely (human generations, not GPU ones).