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Raytracing for Graphics VS RT for Gameplay

Soldato
Joined
12 May 2014
Posts
5,407
I don't think this question has been asked before but If the raytracing cores in graphics cards could only be applied to graphics or to gameplay which would you prefer.

Some examples of usage for RT in gameplay would be
- Realistic sound propogation in levels.
- More accurate vision cones for enemies (Including detecting player based on reflections, shadow movement or through thin materials) The AI could also detect the movement of object so no more throwing a bottle right in front of their faces to distrat them
- Shockwave calculation from explosions, to calculate damage and/or knockback to the player.
- More accurate bullet ricochet calculations
- Laser gameplay


Mods can we have a poll please with the following options
I would prefer ray tracing to be used for graphics
I would prefer ray tracing to be used for gameplay
I still don't want any ray tracing in my video games.
 
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As far as I'm aware there are different approaches to the situations that you've mentioned and you don't really need to go into hundreds of thousand or millions of rays like in RT/PT for graphics. You can do it on the CPU pretty well.

But most importantly, at least for projectiles, it won't matter much unless you're going for a realistic take. Anything that falls under RNG, skills, whatever, think Fallout, Cyberpunk, whatever level based game, what's the point in tracing a bullet when you have x% of hitting, x% of ricochet, etc? You could drop a nuke on someone, if it's level 30 and you're lvl 1... he'll finish you off just by looking back :))
 
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