RT is a lot like HDR. You don’t realise what you are missing until you see it in action on proper hardware. Then gaming without it is pretty much unusable. You see the flaws in rasterisation easily and are less impressed. Personally there is absolutely no way I can go back to traditional raster now that I have seen RT and HDR on an OLED monitor.
I've said the same many times now. It's extremely obvious with reflections, no matter how good a games reflections may be i.e. rdr 2 reflections, you can't help but notice the reflections distorting, disappearing (sometimes even entirely), weird halo outlines and so on, it is rather immersion breaking imo e.g. look at this from bf 1, around the solider:
In motion, it is even more jarring.
Thing is, people always just think oh "shiny reflections", "fancy lighting" but as per 4a enhanced comment, one of the best things to come from RT will be allowing for dynamic environments i.e. better destruction on maps, it's why so few games have this now and why BF games have progressively got worse for destruction elements since bc 2 as it just requires so much time and effort.
WhilstRay Tracing might have a place in some genres, it doesnt mean forcing it (and by forcing it - nvidia funding the developement) of any game that might use it - RTS games using Ray Tracing? Why??
Not sure riftbreaker is really a "RTS" game? But it is a top down one, it's one of my favourite RT games and amd sponsored too, seeing the way the shadows interacts with the environment when a meteor goes past or the fire monster walking through the map or how the shadows look when your torch interacts with objects is pretty immersive.
This is an old trick used for so many years in PC gaming. Advertise some effects you have,make sure the base game lacks in certain ways and the effects look over emphasised.
Reviewers will just compare like for like,instead of questioning whether the effects actually are any good on their own.
Problem with that is the time required to get good results from raster methods though.... Sure developer could get results probably to look somewhat close to RT implementation but then why would they spend all that time when they could do it far quicker and get better results on the whole? No matter what, with raster methods you will always get issues with light bleeding through walls, reflections looking weird if you're not facing at the correct angle and so on, this is just an inherent issue with raster methods.
Thanks for the articles and links, I will have a full read of them.
Seems that RT gives better lighting and shadows, as well as the reflections?
I know I am being flippant, but when you see most ray tracing comparisons it does highlight the reflections. Look at Port Royal, it's full of shiny surfaces.
The before/after versions of the games are interesting on that link you gave.
I'd rather have the 'before' version (no ray tracing) of the game at a reasonable price and framerate, rather than the (to me) marginally better visuals of the 'after' version of the game.
I tried Control in RT on a 3080, and the significant loss of framerate was far more noticeable to me than the slightly better visuals.
Reflections are always the easiest win/to show differences, it's the lighting and shadows, which are far more important imo, having said that, reflections can be very good too if the environment/game world is made to show it off e.g. doom eternal when you get to the all metal base or cp 2077 full of glass parts, metal surfaces too.
As for the metro ee comparisons, the metro ee i.e. the RT only version runs better than the RT + raster original version (same for amd hardware too) but that is because RT was 100% the focus and not a hybrid method like we have seen with every other game.