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- 1 Oct 2020
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I would if it would stop crashing. Tried it on DX 11 to try and get round it, but then no RT options are available.
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The only important thing to desire on PC games is RTGI and RTAO in combination. That actually makes a significant difference to the quality of the visuals in the game. Indirect bounce from any light source playing off all surfaces naturally is a huge deal. The AO then fills in the areas necessary to cover the crevices with the right amount of shadowing.
Reflections are nice, but we have seen already in various games that top quality reflections can be done in screen space nearly just as well as RT reflections. The only issue with SSR based methods is that as you pan the camera up and down, the reflection will move in and out of screen space which can be visually jarring.depending on the size and complexity of the reflection.
IMO if games just focused on highly optimised RTGI and RTAO, with the rest being done via screen space, then we'd e into a perfect level of performance and visuals realm. It can be done, just most devs don't care to spend time optimising and publishers refuse to let a release day deadline slip.... Time is money in the business world.
isolation already has excellent reflections though via planar reflections. the game world doesn't have enough wet surfaces to warrant the use of RT reflections, and planar especially with the 8k shadows/reflections config file mod looks superb. here are a couple of my Isolation vids from 8 years ago to showcase that back then:
Notice no issue with the reflections falling in and out of screen space - And it was being played on a GTX 570 back then at 3440x1440 with that level of performance. They don't make games like that any more.
This still looks worlds apart better than RT Witcher.
No RT here boys, this was on the crap 5700 XT I used to own at 1080P 144hz.
Even GRID 2 has a way better art syle.
I would agree with that!
RT Remix should cover that!
That's exactly what Lumen is for, which let's face it 80%+ of all AAA and even AA will be done with UE5. And for the rest, like for EA Frostbite's receiving similar treatment, and the Sony studios generally have their own curated approach which also tends to converge towards these solutions.IMO if games just focused on highly optimised RTGI and RTAO
You also lose reflections from your sides and back. Plus, all that RTGI and no true shadow for each lightsource (and particle), doesnt't sound that good, but I might be wrong.The only important thing to desire on PC games is RTGI and RTAO in combination. That actually makes a significant difference to the quality of the visuals in the game. Indirect bounce from any light source playing off all surfaces naturally is a huge deal. The AO then fills in the areas necessary to cover the crevices with the right amount of shadowing.
Reflections are nice, but we have seen already in various games that top quality reflections can be done in screen space nearly just as well as RT reflections. The only issue with SSR based methods is that as you pan the camera up and down, the reflection will move in and out of screen space which can be visually jarring.depending on the size and complexity of the reflection.
IMO if games just focused on highly optimised RTGI and RTAO, with the rest being done via screen space, then we'd e into a perfect level of performance and visuals realm. It can be done, just most devs don't care to spend time optimising and publishers refuse to let a release day deadline slip.... Time is money in the business world.