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

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Looks better on to me, looks less like a children's popup book
We grew accustom to how rasterization looks, so it can feel more natural in a weird way - plus we already played these games a long time ago and we kinda have "zeroed it in" for the raster as looking right. Add on top the WIP aspect of the PT and yeah, there are scenes where I prefer the old raster version, too.

In newer games, the raster and RT/PT work better together as I think the materials are already made at a certain quality, with characteristics better defined within the game world and pipline of the engine (I can't remember the name of the technique now). The global illumination is better too as it gets much better at faking how light works. There's still a lot of work that needs to be done to bring everything up to speed.
 
Basically what Calin said above. It's just a more realistic version. Sure perceptually you could say off looks better but nothing is grounded, everything is flat looking with no depth to it.

No. The max Payne one looks ok, but the San Andreas one is awful you won't change my mind. Not everything is worse though, I do like that it adds some more shadows to San Andreas but that's it, every other aspect is worse imo
 
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No. The max Payne one looks ok, but the San Andreas one is awful you won't change my mind. Not everything is worse though, I do like that it adds some more shadows to San Andreas but that's it, every other aspect is worse imo

Not trying to change your mind, just saying that you're accustomed to the way it was designed with raster back in the day, not that it is wrong (at least if we aren't talking about what is more "correct" in terms of lighting as obviously the remix is 100% more accurate/realistic).

I'd still like to see GTAV with RTGI, RT reflections and RT shadows.

It's annoying how the console got RT reflections, shadows but not pc :cry:

I'm still waiting on batman arkham series! Fired up arkham knight last night to test out the RTX HDR and it is crying out for a remix remaster. Will probably come after HL 2 as it was leaked in nvidias game list a while back and so far, all the games they had have ended up coming out.....
 
RTX is holding back rendering for games
Not the best option

"RTX" is just a brand name for a set of rendering features that Nvidia have that developers on PC can choose to use.

Don't forget the game industries graphical pace is, Or how good games look, Is generally set by the common denominator which is consoles and why even a fully maxed out game on PC isn't really worlds different than its console counterpart.
 
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Agree. RT doesn't make games look good, art direction does.

Art direction is a completely different thing to what RT is. Palworld is a good example of this where it's art style/visuals are very cartoony, which whilst incredibly simple and pretty bland, it still looks fantastic but you can still see the drawbacks of raster methods where as enabling RT, it retains the art style but overall graphical fidelity is higher and you have none of the artifacts that raster methods produces.

Essentially, I wouldn't say San Andreas (and same for all these old titles getting RTX remix treatment) were designed the way they were for "art reasons" i.e. no shadows, no AO, no reflections etc. but more so they were done that way since at the time, it's the best devs could do with what they had. These mods by randomers are also extremely light (iirc, still beta and still being worked on) when compared to a proper overhaul like what we have seen in portal rtx and the upcoming HL 2 remix.









Having become so accustomed to RT/PT now, it's actually incredibly jarring when going back to older full raster based games, even the best looking ones like batman AK, RDR 2, GTA 5 etc. and the downsides with raster are immediately obvious now and actually somewhat ruin the immersion I find with things like the reflections disappearing just because you change your angle ever so slightly, rooms/areas of the gameworld, which has this illuminating glow despite there being no light to provide this anywhere, light leaking in from other closed of rooms, lack of shadows on some objects, AO being poor which all adds to that flat popup book look. Nothing looks/feels right in these games when compared to AW 2, CP 2077, DL 2, metro ee etc. It really is astonishing just how "fake" raster is.
 
Art direction is a completely different thing to what RT is. Palworld is a good example of this where it's art style/visuals are very cartoony, which whilst incredibly simple and pretty bland, it still looks fantastic but you can still see the drawbacks of raster methods where as enabling RT, it retains the art style but overall graphical fidelity is higher and you have none of the artifacts that raster methods produces.

Essentially, I wouldn't say San Andreas (and same for all these old titles getting RTX remix treatment) were designed the way they were for "art reasons" i.e. no shadows, no AO, no reflections etc. but more so they were done that way since at the time, it's the best devs could do with what they had. These mods by randomers are also extremely light (iirc, still beta and still being worked on) when compared to a proper overhaul like what we have seen in portal rtx and the upcoming HL 2 remix.









Having become so accustomed to RT/PT now, it's actually incredibly jarring when going back to older full raster based games, even the best looking ones like batman AK, RDR 2, GTA 5 etc. and the downsides with raster are immediately obvious now and actually somewhat ruin the immersion I find with things like the reflections disappearing just because you change your angle ever so slightly, rooms/areas of the gameworld, which has this illuminating glow despite there being no light to provide this anywhere, light leaking in from other closed of rooms, lack of shadows on some objects, AO being poor which all adds to that flat popup book look. Nothing looks/feels right in these games when compared to AW 2, CP 2077, DL 2, metro ee etc. It really is astonishing just how "fake" raster is.
For the GTA SA video, first problem would be the white balance, it needs to be warmer. It's an issue throughout the video which takes away heavily from the original mood leaving a sterile and... "amatorish"/mod (?) feel. I really don't like it.

https://youtu.be/o91lq7tVS0c?si=NJyw5rOT6vy9_nvE&t=45 The RT changes the look of the scene dramatically from an artistic or level design point of view making it too bright. One issue could be from the ceiling light where most likely it doesn't take into account the yellow "lamp"/"cloth". That part should create a more narrow spread, with a darker presence in the corners.

https://youtu.be/o91lq7tVS0c?si=OmL29Q4m7bWrgZvB&t=102 the white car looks off (a problem earlier in the video as well), could just be missing the white texture entirely; to me it looks that bad...

So yeah, these mods are nice, but we need the modder to actually have the skill to adapt the game to its new state where required. Doesn't really work otherwise.
 
For the GTA SA video, first problem would be the white balance, it needs to be warmer. It's an issue throughout the video which takes away heavily from the original mood leaving a sterile and... "amatorish"/mod (?) feel. I really don't like it.

https://youtu.be/o91lq7tVS0c?si=NJyw5rOT6vy9_nvE&t=45 The RT changes the look of the scene dramatically from an artistic or level design point of view making it too bright. One issue could be from the ceiling light where most likely it doesn't take into account the yellow "lamp"/"cloth". That part should create a more narrow spread, with a darker presence in the corners.

https://youtu.be/o91lq7tVS0c?si=OmL29Q4m7bWrgZvB&t=102 the white car looks off (a problem earlier in the video as well), could just be missing the white texture entirely; to me it looks that bad...

So yeah, these mods are nice, but we need the modder to actually have the skill to adapt the game to its new state where required. Doesn't really work otherwise.

Colour temperature can be changed/control regardless of RT/PT, although the environment should be designed to factor that in.

For that room, the reason for the big difference is because of the light being on:

Zba7CmN.png


So not a great comparison by mxbenchmark there tbf. Aside from that, it looks pretty decent in terms of the area lit up I think. Shadows and all look about what you would expect.

Can't say I see an issue with the car either:

IUDGgkA.png


The main difference throughout is just the colour temperature, which is where it doesn't look as visually pleasing to the eyes, warmer colours generally tend to be nicer on the eyes. The main problem is the textures. Everything is too low res. and lack of proper metal, glass, plastic, fabric etc. textures won't ever make rt/pt look good since these need to be to a certain standard where it isn't jarring to look at. It's a bit like the UE 5 demos i.e. matrix ones with Keanu, it looks so photo realistic but the animations especially on the face stand out even more as it doesn't look natural/good (even though it is actually still very good)

As we all know, to get the best from RT/PT, it all comes down to designing a game world properly from the get go and factoring in that RT/PT will be used, hopefully the modders will finish these of where they replace the textures with better ones.
 


AMD has shared an image of Disney's Moana island scene rendered on a single AMD GPU. In this way, the company presented HIP RT v2.2, the latest version of its ray tracing library.
The scene is often used to test renderers as it includes "large amounts of geometry created through instancing as well as complex volumetric light transport." As noted by CG Channel, the data set runs to tens of billions of primitives.
AMD managed to render the island on the AMD Radeon PRO W7900 with 48GB VRAM using a fork of the PBRT rendering system ported to HIP and HIP RT.
Going back to HIP RT v2.2, AMD introduced support for multi-level instancing in this release, which "may reduce memory requirements significantly."
 
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