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NVIDIA ‘Ampere’ 8nm Graphics Cards

I’ve played through Metro twice now, once with RTX on and the other off. It’s the only game I’ve played through with ray tracing so I have a good sample size to base my impressions on :p

For this game I am firmly in the camp of current lighting techniques are "good enough" to let me enjoy the game. I can’t really say that playing through with it off decreased my enjoyment or immersion in the game at all. Granted if you stand about and toggle it it’s noticeable, but you soon forget about it once you get into the game again and more importantly, it’s not glaringly obvious that it’s off.

Maybe in 5 or 10 years we’ll be able to look back on baked in lighting and wonder how we tolerated it, but for me personally I’m nowhere near that yet.
Again... Metro one of the first games to implement it so how much knowledge, expertise and effort do you think they were able to put into it? It was barebones like many of the first imlementations. It will not take 5-10 years for RT to show the benefits now that is has officially entered the mainstream.
 
Knowing very little about ray tracing, I was under the impression that it's basically essential in order to move towards 'photo realism' in games.

If true then it's here to stay and develop, whether or not people see its current benefit.
 
Knowing very little about ray tracing, I was under the impression that it's basically essential in order to move towards 'photo realism' in games.

If true then it's here to stay and develop, whether or not people see its current benefit.

Yea and know

RT affects shadows, reflections and lighting but not texture quality. The biggest impact on photo realism is simply the texture quality
 
Surely with ray tracing and the new scanning thing for textures, games can be made quicker and cheaper.

Hopefully giving developers more time to focus on gameplay and other things to really improve the experience.
 
As I understand it RT comes into its own in complex scenes because to fudge the effects of how light naturally scatters becomes too onerous, therefore why not simulate the natural behaviour of light which is all good. What's not good is Turing basically couldn't pull it off but you had to pay for it anyway, Ampere will do it to some degree I'm sure but the price to buy in is going to be expensive so its going to continue to be weakly adopted for the coming years.

Progress yes, still a good 3yrs away for mainstream and fully embedded support.
 
Surely with ray tracing and the new scanning thing for textures, games can be made quicker and cheaper.

Hopefully giving developers more time to focus on gameplay and other things to really improve the experience.
They aren't the same team. If anything the artistic process taking so long gives them time to work on the game play.
 
what stands out to me in that scene is the presence of low poly objects, lack of decals and the presence of low res textures reminiscent of Half Life era, lets down the reflections etc
I agree, but that has nothing to do with ray tracing with/without. To me I can clearly see the presence of better lighting when ray tracing is enabled.
Add that to games with high res textures and decals then were onto a winner... yes, the fps will be shocking but then that was the case years ago with new graphical advancements;

Higher resolution
AA
Bump mapping
Shadows of any sort (initially)
Advancements in shadows
Tessellation

The list is much longer but those are example I remember where in the early stages it each totally crippled the game. Now they are just part of it. Remove high res, aa, shadows and effects and you are left with nothing.

I remember when SVGA came out. 640 x 480 instead of 320 x 200! It was unreal at the time.
Yes, the fps dropped so badly most games were unplayable unless you shrunk the screen to a stamp size but it was like playing a different game. So clear in comparison to VGA

Redalert in SVGA was a game changer, even if it totally wrecked the FPS. Then hardware caught up and it was possible a year or two later.
 
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There was some backtracking about DLSS 3.0 being in all* games with TAA - *it still has to be written for it and baked in. So no DLSS in Red Dead 2 for example. Just regular generation improvement.

RTX is like the new PhysX. Back in 2006 we were all going to buy a separate PPU (physics processing unit) cards!! except we didn't :) and it got integrated into GPUs. RTX is the next killer thing to be integrated because the potential is awesome.
 
There was some backtracking about DLSS 3.0 being in all* games with TAA - *it still has to be written for it and baked in. So no DLSS in Red Dead 2 for example. Just regular generation improvement.

RTX is like the new PhysX. Back in 2006 we were all going to buy a separate PPU (physics processing unit) cards!! except we didn't :) and it got integrated into GPUs. RTX is the next killer thing to be integrated because the potential is awesome.

Ahh the good old days, when people actually cared about physics.
I hope with the better CPU's in consoles it might see a comeback.
 
Well back in 2006 the poor CPU struggled to run games let alone ask it to do a load of physics calc on top. Now, when properly optimised, they're so fast its got cores/threads to spare.

In the same way your future GPU will have spare RT cores doing nothing, unless pushed by the latest graphics engine. May as well use em.
 
Ahh the good old days, when people actually cared about physics.
I hope with the better CPU's in consoles it might see a comeback.
It’s sad that there is practically no physics in COD MW. Just the player models and no interactive world at all like Half life 2 had.
I guess there’s only so much devs can do with 7 year old hardware in consoles.
Hopefully PS5 hardware will bring physics back to gaming
 
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