WOW was and still is to my knowledge regarded as being one of the worst games for RT implementation, I only recall of the shadows being implemented but maybe more was added later on? I never played it so can't comment on it.
They didn't add more, but it's really horrible. It's the definition of "bolted on top" RT effect, where none of the visible in scene light sources match what it actually calculates and so shadows make no sense at all. This also happens with the raster shadows though, so not RT issue as such, just RT reveals it even better.
Been using the mod myself for palworld and it's working just fine, haven't noticed any issues and it has in fact got rid of the artifacts associated with SSR i.e. the halo'ing around objects when in front of pools of water.
Not playing PW myself so I can't really say - only commented on what I've seen in comments under the mod. But not surprising to hear about SSR sucking - I don't like that tech at all, it took away (as I said few times already) my good reflections in games.
Shadows are more defined and so on. Unfortunately I have to use TSR since dlss is not available on the gamepass version
I heard GP version is badly outdated, like few patches behind the one in other places - because of certification lags. Like 2 different games, according to comments I've seen.
but it looks better than native taa and no rt (no taa and the grass has awful aliasing/jaggies), fps is about 55-80 depending on location and time of day. The game itself is incredibly buggy though so again, even if there are problems for other people, it's not just a RT specific problem.
That is again what I read about the GP version being so outdated and by that buggy etc. Then again, TAA is another typical culprit of bad IQ in games. :/ I am happy to have discovered recently I can convert all the games I currently play with DLSS to DLAA using just NVIDIA drivers and profile manager. Works flawlessly so far.
In your previous posts, you have been insinuating that games with fancy graphics don't do well then used palworld as an example for this, I merely just pointed out that graphics have very little to do with how well a game will do and the 2 should not be compared as they are different things and also worked on by different teams/developers.
As I explained, sadly, in many cases fancy graphics means game is crap, as cost cutting means they focus on one thing and not the other. I blame publishers, cost cutting, rushing games etc. for that - not RT as such. It's more of an observation than blaming RT and I've been saying that for quite a while now (not just in this and the other topic). Effect is, though, that a lot of gamers blame RT for that that too - "gimmick added, so we don't get good game" etc.
It actually depends on the game I find but yes generally 60 fps is the rule before enabling 60 fps. Even though ark and cp 2077 base fps is below 60 on my end, they still look and feel and play far better with FG than no FG, are there some artifacts and is there an increase in latency, absolutely yes but is the overall experience better in terms of actually being playable and having better motion clarity and fluidity? Absolutely it is.
I responded to this in the other topic (about latency).
As we also discussed before, it's wrong to assume that the only way to increase RT perf is through better hardware, as shown before, there are ways to improve performance with better optimisation and coming up with ways to cut corners, just read the documentation by nvidia, amd, intel and unreal engine, they have several documents and tools to provide guidance on where and what to do in order to get better performance.
Pretty much all of them are just cheating and simplifications, often lowering IQ and using AI. Good enough for gaming, but would've never been used in professional work for example (unless just as a quick draw) because it's not the proper, full RT. By full I mean with all the effects implemented fully. What we get in games so far (aside the few ones with full PT) is more of a evolution of raster, which in itself - this is often missed in conversations like this - IS based on RT as well, just super simplified to absolutely bare min, and then with loads of shortcuts added on top. I've seen a few talks of 3d engines devs (including Carmack himself) talking about RT and raster and describing on many examples why raster (lighting in it, shadows etc.) is heavily based on the original RT concept. These 2 technologies aren't that different, after all. It's more that we see now removal of the simplification of raster and letting it spread wings again into the more proper RT. Anyway, to get back to where it should be, only faster hardware will help, all the other things are temporary crutches which will be forgotten the moment hardware becomes fast enough again (even if it's some new fancy holo tech with real AI of the future ).
Agreed that 1060 needs a kick, but upgrade to what? Everything that gives as muc performance in modern games as 1060 gave back when it was new, is WAY more expensive. I reckon this is where people go for consoles or end up gmaing on mobile, instead. Numbers of 1060s are dropping but it doesn't seem to be reflecting with numbers of new GPUs growing that much.Raster had how many years for devs to learn to get the best from it, either by optimising or cutting corners? We're still arguably at the tip of the iceberg for RT and what can be done.
You can't keep supporting outdated tech... Heck, even a ps 5 and xbx is considerably better than a 1060.