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***The Official Ray Tracing Thread - Read the First Post before posting***


The real-time ray tracing GI as well as the developed weather and cloud system allow continuous transitions at daytime and weather conditions. In the predecessors, several pre-calculated lighting sets were used for different times of the day, which can be blended - For weaker and non-RT-capable hardware, Shadows will offer this older pre-baked approach as fallback.

At thePrevious pre-Baked-GI approachesthe Anvil Engine will basically "pre-baked" several lighting scenarios via offline ray ray tracing on render stations, matching the respective time of day and the weather conditions. For every environment, time of day and weather situation, the developers create a series of "sets" for the indirect bounce light. This - usuallyin manageable numberpre-rendered lighting data can be blended on it when the time of day or the weather changes.


However, the "transitions" between two lighting sets in this way are nevertheless visually recognizable, the "pre-baked", basically static circumstance of the GI data also provides a few discrepancies: In quite many cases, the direct lighting through the sun (or the moon) does not fit exactly to the pre-calculated data for the indirect bounce light. Imagine: it's two in the afternoon, the virtual sun is in the appropriate place and distributes its direct light. But the calculated set for lunch is used instead for the indirect light. In this case, the indirect light does not exactly fit the position of the sun, more precisely: the direct light calculated in real time. In most cases, this is relatively inconspicuous, but a trained eye can observe these discrepancies in previous assassin adventures (or the Horizon titles, as well as many other games that use a similar approach).

Assassin's Creed Shadows will be such aIntegration of volumetric effectsprovide, if perhaps not fully or fully optimised form. The ray tracing lighting can therefore interact with fog and other volumetrics. The fog visibly picks up colouring of indirect lighting. We will have to check more closely how complex this interaction will be in more detail during tests. Whether Assassin's Creed Shadows will offer additional technologies for PC players, such as Star Wars OutlawsRTXDI more complex, is still uncertain. It is certain, however, that the ray tracing lighting of the new Anvil brings a variety of advantages, not leasta plus in credibilityand dynamics. These points are also caused byadditional, direct light sourcesThis is roughly good to be observed in the video material by means of the lanterns rocking in the wind at night.
 

PS5 Pro uses the new advanced [ray tracing] feature sets that AMD created as the next step in their roadmap architecture,


But if you look around, there are no other AMD GPUs that use it yet. We motivated the development, and I’m very happy we did so — the response from the developers has been extraordinarily great.

Threat not, you can disable RT after all in RT only games :p :D :cry:

 
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In order of gfx impact, what are people's top 10 ray traced games?

Hard to pick as most games I've played over the past 4 years have all had RT and transformed the game quite a lot in different ways.

1. CP 2077
2. Portal RTX
3. Metro EE
4. Ratchet & Clank: Rift Apart
5. AW 2
6. Dying light 2
7. Chernobylite
8. Avatar
9. Bright Memory Infinite
10. Riftbreaker

Honourable mentions - Ark survial ascended, spiderman and deliver us the moon + mars.

EDIT:

Forgot to mention hellblade 2 as honourable mention too! And Black myth wukong will probably be up there in top 5 too
 
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Hard to pick as most games I've played over the past 4 years have all had RT and transformed the game quite a lot in different ways.

1. CP 2077
2. Portal RTX
3. Metro EE
4. Ratchet & Clank: Rift Apart
5. AW 2
6. Dying light 2
7. Chernobylite
8. Avatar
9. Bright Memory Infinite
10. Riftbreaker

Honourable mentions - Ark survial ascended, spiderman and deliver us the moon + mars.
I'm playing aw 2 now, really liking the gfx could be my gfx king, will try without RT to see how much of the impact is the rt
I see cp as many peoples RT gfx king, and I do see the big difference RT makes in this game, but I just think the art style is janky and so it is my RT showcase but not my gfx showcase.
My feeling for RT is it can make a good difference, but overall more often than not at the moment, the difference is subtle. Not night and day as many describe.
Eg this weekend I turn off raytracing in Black myth wukong and my nephew really didn't notice, turn off rtx hdr and he straight away comments why the pq is not good.
 
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