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The RT Related Games, Benchmarks, Software, Etc Thread.

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Except AA predates GPUs.

Not real-time AA. I remember demonstrating AA on my Voodoo 3000 and 5000 cards. I don't recall using it on lower cards because back then it was so intensive.

Going by your logic, RT also predates GPUs; indeed, I remember using Pov-ray 30-plus years ago.
 
Not real-time AA. I remember demonstrating AA on my Voodoo 3000 and 5000 cards. I don't recall using it on lower cards because back then it was so intensive.

Going by your logic, RT also predates GPUs; indeed, I remember using Pov-ray 30-plus years ago.
My Matrox Mistique 220 in 1997 supported Anti Aliasing and it was a widely supported technology by then.
If you want to find something as challenging as RT early on two good candidates are environmental bump mapping (Matrox had its moment of glory with that) and HT&L (this one was Nvidia's).
 
Loved Half Life - for some reason remember getting tremendous feeling of vertigo in the Apache attack bit. HL2 just gave me tremendous motion sickness tho. Will that be applied to it in the Steam library?
 
Mod edit: Not required, please use the RTM feature in future

Plenty of games/examples where RT has fixed or rather improved **** graphics e.g. look at how awful DL 2 looks without any RT, likewise with gotham knights and warhammer darktide, reflections aren't even there or look like oil :cry: Only game that is on par with full RT visuals is rdr 2 and even then, there are a lot of parts where the lighting, reflections pale in comparison but most people don't know what to look for so are oblivious to such technical advancements.

Obviously old titles like half life aren't going magically look like a triple a 2023 title but what rt brings to lighting etc. is fantastic:







Also, finals looks like a great example of why ray tracing is vital for better/more dynamic worlds i.e. destruction actually looks good with RT GI because lighting isn't baked in, this is largely why so few games have good or rather any destruction at all:


People want destruction in their games well then you need to embrace real time ray tracing to get that :)
 
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TBH for true interactivity and not just a lot of scripted events you need voxels.
Whoever will be the first to properly accelerate voxels so that games made using them don't look like 1990s is very likely to get my money...
 
Red Faction was doing it pretty well even before RT :p

Oh yeah in terms of good destruction and physics, perfectly possible but problem is as he described in his video, because of lighting etc. being baked in, having such level of destruction makes lighting and shadows look completely wrong which can ruin the immersion and even makes it look like a graphical error in some places. Due to the difficulty of getting it look good/realistic when having say a building still up but also when destroyed is probably why dice went backwards from bc 2.
 
Was comparing PS5 and PC versions of RE4 Remake demo yesterday and what a difference.
PS5 version looks really bad even in resolution mode with very soft image and massive amounts of shimmering. Textures are much lower resolution on PS5 and it constantly drops below 48fps which is outside of vrr window and is when stuttering occurs.
Disabling RT on PS5 doesn’t get the performance to a point where it stays above 48fps.
PC version maxed out is mega sharp and just lovely looking.
Having 4090 takes me back to when I bought top end card towards the end of PS3 Xbox 360 era when games on those consoles we’re struggling to keep 30fps at 720p and I was easily running those games at 1080p 120fps maxed out.
The difference is the price of 4090 is probably 4x that and in some games it requires fake resolution and fake frames to get to that level of performance lol.
 
You don't need a 4090 to max out RE4 remake with high fps though :p

Anything somewhat capable will pile through RE engine perfectly with RT enabled!
 
You don't need a 4090 to max out RE4 remake with high fps though :p

Anything somewhat capable will pile through RE engine perfectly with RT enabled!
No i know I’m just surprised to see it looking so bad on PS5 when it comes to resolution, textures and frame rate.
I didn’t check vram usage when playing though.
 
Well at this stage the 4090 has about 4-5 times more performance under the hood than a PS5, so its difficult to compare the two.

Its in line with history as well; 3 years after the PS3 was launched the top Nvidia GPU was the GTX480, which was also 4-5 times more powerful.
 
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Very true but imagine how much better it would look with a full suite of RT FX :)

Probably, depends how is implemented and what ever changes they make to the game.

TBH for true interactivity and not just a lot of scripted events you need voxels.
Whoever will be the first to properly accelerate voxels so that games made using them don't look like 1990s is very likely to get my money...
Remember Ageia? I think the elephant in the room is the will of developers to actually implement what is possible today into games, nevermind stuff which can't be used yet for the foreseeable future. :)
Oh yeah in terms of good destruction and physics, perfectly possible but problem is as he described in his video, because of lighting etc. being baked in, having such level of destruction makes lighting and shadows look completely wrong which can ruin the immersion and even makes it look like a graphical error in some places. Due to the difficulty of getting it look good/realistic when having say a building still up but also when destroyed is probably why dice went backwards from bc 2.
It works good enough - as in as much as raster can offer. They're not doing it, because it takes more time not only for the physics to be added, but also for AI to able to react properly and story to still make sense. Same reason for which we still have "1 point adds 25% more damage" skills for action RPGs.
Imagine being able to level the everything you wanted in Fallout 4 for instance or even Metro EE.

 
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Probably, depends how is implemented and what ever changes they make to the game.


Remember Ageia? I think the elephant in the room is the will of developers to actually implement what is possible today into games, nevermind stuff which can't be used yet for the foreseeable future. :)

It works good enough - as in as much as raster can offer. They're not doing it, because it takes more time not only for the physics to be added, but also for AI to able to react properly and story to still make sense. Same reason for which we still have "1 point adds 25% more damage" skills for action RPGs.
Imagine being able to level the everything you wanted in Fallout 4 for instance or even Metro EE.

It's not that hard to make explosives rare and expensive while using other methods (such as tearing down the door with an axe) a sure fire way of triggering nearby NPCs on your position.
 
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