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What do gamers actually think about Ray-Tracing?

I can't remember where i said it but i'm working on something in UE 5.3 with some Ray Tracing.

I've just finished grey-boxing out the basic cavern / cave enclosure, this already took quite a lot of hours as i was figuring out the a workable way to do it, the ceiling for example is serval rock types painted extremely densely along the contours of the terrain above, yes its subterranean, its using the foliage paint tool, instead of painting foliage i painted rocks, the way i got it to paint under the terrain along its cantors was to use a setting option that allows whatever you're painting to sit a little in the terrain, i set it so high that it painted under the terrain :D its not visible from the surface and it gives a nice carved out look from the inside, or at least it will once i've added all the detail, along with the detail in the rest of the space.

The ceiling is made of of about 400,000 individual rocks, think's to Nanite that's possible at all and with minimal performance loss.

The second image is the scale of the map, it all needs filling out...

L7LgybB.jpeg


0Oys3eJ.jpeg
 
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From the CP2077 thread, may as well copy paste I guess:

I did my most comprehensive test with Raster vs RT vs PT comparing DLSS Balanced vs DLAA. All but DLAA also compared Ray reconstruction on vs off, and keep in mind that RR is only possible if using DLSS, not DLAA or any other AA implementation, as it uses the upscaling part of the tensor cores to do what it does. It's pretty clear that Ray Reconstruction is the technology to have for improved image clarity as well as lighting and shadow definition whether you are ray traced or path traced and to some degree, even raster as the toggle was available in raster too strangely.

Comparison:


You guys decide which combo of tech looks the best.

Note that:
- Ray Reconstruction offers better details/shadows and reflections than all examples with RR off
- DLSS Balanced offers better quality texture detail and sharpness than native (DLAA). Both DLSS and DLSS were set to the same 0.45 sharpness
- The fps cost using DLAA path traced at 3440x1440 vs DLSS Balanced is exactly 50% - Remember no RR possible with DLAA too.

So what this shows (the same applies to Alan Wake too and all other games that use or will use Ray Reconstruction) is that if you want the best visual quality as well as performance combo, then you need to be using Ray Reconstruction. The exact same findings apply at 5160x2160 using DLSS Performance, just the framerate numbers scale relative to the increase in rendered pixel workload.

At 1080p there isn't enough internal pixel data to upscale all the details that 1440p or greater has, so you lose definition in areas of subtle shadow/lighting. 1440p or above is the point to aim for.

Ray Reconstruction also has a 10fps uplift in this game, other games may vary.

All dll versions for each of the 3 techs used are v 3.7.10 (3.7.0 for RR) using Preset E.
 
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I can't remember where i said it but i'm working on something in UE 5.3 with some Ray Tracing.

I've just finished grey-boxing out the basic cavern / cave enclosure, this already took quite a lot of hours as i was figuring out the a workable way to do it, the ceiling for example is serval rock types painted extremely densely along the contours of the terrain above, yes its subterranean, its using the foliage paint tool, instead of painting foliage i painted rocks, the way i got it to paint under the terrain along its cantors was to use a setting option that allows whatever you're painting to sit a little in the terrain, i set it so high that it painted under the terrain :D its not visible from the surface and it gives a nice carved out look from the inside, or at least it will once i've added all the detail, along with the detail in the rest of the space.

The ceiling is made of of about 400,000 individual rocks, think's to Nanite that's possible at all and with minimal performance loss.

The second image is the scale of the map, it all needs filling out...

L7LgybB.jpeg


0Oys3eJ.jpeg

You can also have a look at the below and try it out (not sure about the cost). It seems similar to how you "dig" in the "earth" in No Man Sky. Plus is really, really cool! :D

Moreover, maybe give a try to the procedural content generation feature. See if it helps getting things done quicker.

 
You can also have a look at the below and try it out (not sure about the cost). It seems similar to how you "dig" in the "earth" in No Man Sky. Plus is really, really cool! :D

Moreover, maybe give a try to the procedural content generation feature. See if it helps getting things done quicker.


Yeah, i have some procedural volumes set up but before i drop them in i prefer to make all the points of interest so i can work the volume around them.

Thank's for the Video, i spend a lot of time watching UE videos as i have a lot to learn. :)
 
From the CP2077 thread, may as well copy paste I guess:

I did my most comprehensive test with Raster vs RT vs PT comparing DLSS Balanced vs DLAA. All but DLAA also compared Ray reconstruction on vs off, and keep in mind that RR is only possible if using DLSS, not DLAA or any other AA implementation, as it uses the upscaling part of the tensor cores to do what it does. It's pretty clear that Ray Reconstruction is the technology to have for improved image clarity as well as lighting and shadow definition whether you are ray traced or path traced and to some degree, even raster as the toggle was available in raster too strangely.

Comparison:


You guys decide which combo of tech looks the best.

Note that:
- Ray Reconstruction offers better details/shadows and reflections than all examples with RR off
- DLSS Balanced offers better quality texture detail and sharpness than native (DLAA). Both DLSS and DLSS were set to the same 0.45 sharpness
- The fps cost using DLAA path traced at 3440x1440 vs DLSS Balanced is exactly 50% - Remember no RR possible with DLAA too.

So what this shows (the same applies to Alan Wake too and all other games that use or will use Ray Reconstruction) is that if you want the best visual quality as well as performance combo, then you need to be using Ray Reconstruction. The exact same findings apply at 5160x2160 using DLSS Performance, just the framerate numbers scale relative to the increase in rendered pixel workload.

At 1080p there isn't enough internal pixel data to upscale all the details that 1440p or greater has, so you lose definition in areas of subtle shadow/lighting. 1440p or above is the point to aim for.

Ray Reconstruction also has a 10fps uplift in this game, other games may vary.

All dll versions for each of the 3 techs used are v 3.7.10 (3.7.0 for RR) using Preset E.
It's 2024 and still nothing exists other than Cyberpunk.
 
Are proper shadows and reflections not night/day difference? It's been that way since Doom Eternal and in every game with RT reflections and proper shadows these two alone are transformative. The latest game being First Descendants where RT shadows stop you from looking like you are floating several inches above a shiny surface. It might not be implemented well elsewhere in the game, but it is where it is supposed to matter most really.
 
Yes they are, but do you play the game or is it just an argument piece for forums?

There aree so many excellent games out there and nothing else matters but Cyberpunk?

You can throw on reshade and get better shadows by using SSAO, it won't be as convincing but it also won't cost you 2K for a GPU.
 
Many of us can do both, play a game and enjoy the visuals correctly. One member here just this past day posted that they noticed Doom Eternal's reflections for the first time and didn't realise RT was enabled, turningit off made the game look "bland" - Which is exactly the case for most games with RT reflections/shadows and GI.

Like I said, most of us can do both, it's only an "argument" when you bring it up, why bring it up as an argument consistently then to then question it being an argument lol?
 
Yes they are, but do you play the game or is it just an argument piece for forums?

There aree so many excellent games out there and nothing else matters but Cyberpunk?

You can throw on reshade and get better shadows by using SSAO, it won't be as convincing but it also won't cost you 2K for a GPU.

:cry:

Again, this is just another sample of people who don't really understand RT.

I've been gaming with RT in 90% of games I've played over the last 3 years.


Has improved my enjoyment, the same way my enjoyment improved with going to oled, to >60hz, hdr :) Going back and playing any raster only game is incredibly jarring, even likes of rdr 2 has lots of things that stick out when you know what seperates raster from RT.

Many of us can do both, play a game and enjoy the visuals correctly. One member here just this past day posted that they noticed Doom Eternal's reflections for the first time and didn't realise RT was enabled, turningit off made the game look "bland" - Which is exactly the case for most games with RT reflections/shadows and GI.

Like I said, most of us can do both, it's only an "argument" when you bring it up, why bring it up as an argument consistently then to then question it being an argument lol?

It's only an argument because some can't use it or/and because amd are years behind. Simple as that really.
 
90% of games.

Yet 95% of games have no RT in the last 3 years.

"I choose to selectively play only RT games"


Ahh the truth.

Games that I want to play and I bet I have played more games than most folks on here :) What's funny is that the games I have played which don't have RT are older titles like 7 days to die.

Most people when they say hardly any RT games still refer to indie crap uploaded on steam that no one plays or/and games which came out years ago. There is no point keeping your fingers in the ears anymore, RT is getting adopted even quicker than I and others expected, largely thanks to UE 5, it's just the way it is when tech evolves.
 
Games that I want to play and I bet I have played more games than most folks on here :) What's funny is that the games I have played which don't have RT are older titles like 7 days to die.

Most people when they say hardly any RT games still refer to indie crap uploaded on steam that no one plays or/and games which came out years ago. There is no point keeping your fingers in the ears anymore, RT is getting adopted even quicker than I and others expected, largely thanks to UE 5, it's just the way it is when tech evolves.
Games I own that have some form of RT.

Resident Evil 2, 3 , Village, 7 (Easy ASF to run, all of them have broken SSR in raster so RT is effective here)
Elden Ring (Barely any visual change, big frame drop)
Shadow of the tomb raider (No visual difference)
Did own Cyberpunk but the game is just not for me, has epic levels of RT but still manages to look ugly ASF with all that tech on top due to being made for a generation of console that is outdated.


I will have to think of the others.... if there are any..

Oh Control. played that on a 3070, was ok, i could do near the same job with an ENB.
 
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:cry:

Again, this is just another sample of people who don't really understand RT.

I've been gaming with RT in 90% of games I've played over the last 3 years.


Has improved my enjoyment, the same way my enjoyment improved with going to oled, to >60hz, hdr :) Going back and playing any raster only game is incredibly jarring, even likes of rdr 2 has lots of things that stick out when you know what seperates raster from RT.



It's only an argument because some can't use it or/and because amd are years behind. Simple as that really.
Amen to that brother. Just how it is :)
 
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