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Not true.
Not that bad. The results on PC get skewed a lot by optimised-for-Nvidia-only (and usually by Nvidia devs that major games get for free to help add RTX) that a lot of RT implementations suffer from. Though, of course, that's poor comfort for would-be AMD GPU buyers. It's up to AMD to hustle and throw some devs at studios to make the games better suited to RDNA.How bad then? No chance I'm watching that.
Who needs texture packs when you can have path tracing to enhance the textures
There isn't a denoiser. He just goes to 4 rays/pixel which decreases noise (from just 1). Denoisers aren't more performance hogs than suficient cast rays or else they wouldn't be used.The interesting bit from that video is just how light path tracing actually is, and how heavy denoising actually is.
Enabling path tracing by itself only drops the performance by 10%. But the image has film grain on it, so it needs to be cleaned with the denoising passes and once the denoiser is enable the performance drops a further 60%!
RR can also give an oily paint look at times and some weird artefacts on characters. The futures still is enough rays shot per pixel. The present is RRRR would still be superior to using cast rays to denoise, effectively RR sets out to replace multiple rays with one AI pass, hence the name Ray Reconstruction, this boosts performance, and boosts image quality to result in a clean image with more detail than what traditional cast rays offers and the denoising it comes with, the only way to get clean non-RR path tracing is to fire off more rays and get more bounces, and that will means a much bigger hit to performance like we saw in Cyberpunk before last patches which meant you cannot modify the rays/bounce count any more since it's being handled by RR.
RR is the future of ray/path tracing.
That was RR v1, Since ReSTIR GI got implemented (Cyberpunk), this no longer happens and now we get even better path tracing and shadows as a result. All of my screenshots since patch 2.12show no oily skin or any early RR compromises.RR can also give an oily paint look at times and some weird artefacts on characters. The futures still is enough rays shot per pixel. The present is RR
Because you play at high resolution.That was RR v1, Since ReSTIR GI got implemented (Cyberpunk), this no longer happens and now we get even better path tracing and shadows as a result. All of my screenshots since patch 2.12show no oily skin or any early RR compromises.
I'm playing at the same res I was before ReSTIR GI got added, 3440x1440.
Makes no difference visually to Cyberpunk, it loads the quality of textures you set in GFX (or mod tweaks) the same in every res, I posted side by side screenshots showing zero visual difference remember, so opted for the one that has the higher framerate.
It's not subjective when there are literal videos and screenshots showing no difference.