Supports isn't the same as "performs well with" though. Ray tracing may well be the next step forward but it is the next step, you need to have the hardware to be able to perform well with it to gain traction amongst masses, not solely enthusiasts. Buy in is very important, you can be as enthusiastic as you want about a hobby, rent needs paying first.
It'll take 30 or 40 series class cards to come down to 9/10 type prices before mass adoption. At that point, if it is still pursued as strongly, it'll take off. Right now, ray tracing can look very good, but the performance hit is too much, save for the top end.
When I say enthusiasts, I am referring to people with the hardware who are still so "anti-RT", that means people who have 3080 and better.
A lot of gpus, even rdna 2 are capable of running RT, settings just have to be lowered somewhat, that and having FSR, DLSS, NIS, RSR, xess make it more relevant for many people, of course there are still some who refuse to use them because "fake resolution".... which is fair enough but by not using that and having to lower graphical settings to achieve a certain fps, you are in return making the "overall" visuals worse looking
Again that is why I refer back to metro EE, it runs better than the original version, even on consoles and developers have also stated when done from the ground up properly, it can run better than what you see with raster. it is just that there are many still waiting on RT hardware, that and games obviously still being made for PS 4/xbox one isn't helping to let go of the old out of date ways.
Like I always say, RT is here to stay, it will simply evolve from here on as we have seen over the past 2 years where raster will eventually be phased out so it's really only a matter of time but sadly, I think we'll see a lot of people whine about raster being gimped until the 100% switch over to RT only though. I think avatar could be a real game changer for showing what ray tracing is really capable of for consumers but more so for other development companies. Metro EE was a good example too but for some reason, people always seem to brush over it and refer back to **** RT games like BF 5 or games where there is very little RT used.
It's good to see intel at least competing with nvidia on the RT front now too as that was my concern with only having nvidia and amd in the gpu race, if you want a good RT experience i.e. maxed then us RT consumers only had/have 1 choice.
Your looking at it from a 3080 users pov, I've went 2070>3070>80, the 80 is the only GPU that I've felt can actually run RT, you think FSR was bad, DLSS 1* was terrible on the 20 series so you had to turn off RT'ing.
When turing released, we only had 1-2 games for RT, bf 5 and control, both of which ran horribly even with dlss. Turing is similar to rdna 2 in newer/better games with rt where it can be used much better than likes of bf 5 and control. Like any development and learning new tools, performance and getting the best from said tools will improve just from knowing how to do things the proper way, as 4a enhanced said, consoles are capable of far more than what we have seen so far
But yes, we are still obviously relying largely on dlss/fsr to achieve >60 fps @ high resolutions.
Slight missunderstanding I reckon - I was talking about first implementation of RT in Metro (where it still had DLSS 1), as that was just bolted on and had bunch of issues. Of course, with the second iteration they redid the whole thing, and it looked proper. Which is kind of what I said - when devs spend time and money to do it properly, or game's designed in the first place with RT in mind (light positioning, how the scene is set up etc.), then it can look great or just more real. If it's just bolted on top of existing raster setup, it can often cause unexpected and worse results. There's been enough complaints online (easy to find) where people complain about first iteration of RT in Metro making game too dark and near unplayable in places, but second one fixed that.
Small example of how RT can be done really badly is in World of Warcraft - they added RT shadows a while ago, but most light sources do not even cast any shadows in that game. It looks really bad, when you move around and nothing makes sense to your brain - things that should cast shadows, do not, then shadows appear randomly casted by invisible lights etc. One of the better examples of RT added really badly, just bolted on top without actually preparing light sources in the game to work with it. Then there's FC6 and few other games with really badly done RT water puddles (0 interaction with other objects aside reflections), etc.
RT as such can be a real improvement in image quality or it can work against it - it's all in the hands of devs, as shadows and reflections and even GI (my fav bit of RT) aren't everything if other things fall apart. Sadly, lots of corporations like to do things cheap and quickly just bolt it on, without spending any money on actual development. That also reflect why the raster can look bad at times: "Hey, we added RT, so hard and expensive, no monies and time left on making raster look good!" I reckon.
Ah ok fair enough. I can't remember the first/original one that well so can't comment too much, I suspect it was largely due to how new the tech was as well i.e. developers first time using a tool they were unfamiliar with, which is why we see newer games like cp 2077, icarus that do the RT + raster hybrid better after there has been a bit more research/implementations done from other game studios before hand.
Aside from metro, I still can't think of anything else though, if anything seeing more of this:
The problem we also have is people saying raster. is being "gimped" to make RT look better
e.g. DL 2 and cp 2077
Having said that CP 2077 raster looks incredible and better than most other games raster lighting etc.
But agree with things like WOW, I don't even consider it to have RT as it is pointless. FC 6 is somewhat decent but heavily gimped for obvious reasons, same as re village but in the scenes where they are used/demonstrable, it is a significant improvement over raster.
I have been playing rdr 2 again lately and it's lighting, shadows etc. are absolutely stunning but at the same time after having seeing RT, you can't help but notice a lot of the raster drawbacks such as reflections randomly disappearing/distorting just because you move your camera of axis slightly among lighting bleeding through objects + walls.
It's not that people are against RT IMO it's that people are annoyed that to get decent performance with RT, Not triple digit numbers, Just decent performance you need a card that is £600+ to run it at very mediocre levels i.e 3080/6800XT, And even then if we're honest RT still looks a bit... meh.
And with the 4000 series that "base" level to hopefully get RT that is better performance will be pushed up to £950 for the base 4080, Which is actually a 4070, And the 4070 coming out in the new year will still likely be up round the £700 price mark and I'd hazard a guess the 4060 will be around the £500 price mark, This is way too much for some extra graphical features.
I like RT reflections and RTGI, They look nice but the entry price point to enable these graphical options at decent performance is too damn high.
Again see metro ee
But yes agree, it isn't great when you only have 1 provider pushing the RT era, well hopefully 2 going forward now.... Thankfully Sony and microsoft are heavily pushing for it too whether amd like it or not.