Portal RTX rec-specs released, coming 8th December.

It's the emissive lighting that really makes it, the subtle green bouncing onto all surfaces, just as it would in reality :cool:.

In the developer menu you can turn off the denoiser which shows you all the millions of points each light path is tracing out, really impressive that we are able to get this so soon, only few years ago it was deemed impossible.
 
8K is way overkill and ew 16:9 :p - But looks superb for sure. Just give me that 38" QD-OLED ultrawide with a native resolution that sites between 2K and 5K and we can call it endgame as far as my needs go :p
 
I think the sooner devs drop old gen the better. Fortnite update with Unreal 5.1 using ray tracing for GI, AO, shadows, reflections etc is a showcase of what's possible even on Series S consoles to the most degree. Binning off old gen means devs can focus squarely on letting RT do all the hard work and they can just build assets and environments that are more realistic than ever before. We now have the hardware and also the upscaler tech to get 60fps with a presented 4k output on consoles which looks not far off native 4K (in the new Fortnite update), so we are definitely there.

Just a shame that even UE 5.1 has shader comp stutter on PC, Epic have told DF directly in interview that they are taking it very seriously and a fix for shader comp stutter is planned for UE 5.2 most likely so the wait continues, but it does mean that the issue will affect every game below UE 5.2 and there isn't a 100% fix for it, only a remedy to greatly reduce it wich requires the devs to do some work (example: Callisto last week).
 
I just enabled the STEAM in-game FPS counter and saw my FPS that way, confirmed it by enabling the FPS counter on my monitor which is VRR and watched as the Hz matched the framerate :cool:
 
Just another name given to the technical functionality that has always been done for HRTF for games - As usual always down to how it's implemented. Good discussion here: https://www.reddit.com/r/audioengin.../what_is_the_difference_between_hrtf_and_ray/

Essentially if a game can position accurately how a sound reaches the player in a stereo sound output, then binaural has been done realistically. You shouldn't need surround sound speakers to me properly immersed in a game if the audi engine has been implemented properly. Thankfully most games these days have ditched EAX and the like and just do "hifi" "home theatre" and in some cases "reference speakers" outputs really really well and that's all that's needed. It does mean having a decent pair of speakers and/or headphones though capable of full dynamic range. Not these "gaming" headphones and things with RGB all over the place and no focus on sonic accuracy.
 
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