• Pennomi
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    1696 days ago

    We’ve gotten so good at faking most lighting effects that honestly RTX isn’t a huge win except in certain types of scenes.

    • redfellow
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      6 days ago

      The difference is pretty big when there are lots of reflective surfaces, and especially when light sources move (prebaked shadows rarely do, and even when, it’s hardly realistic).

      A big thing is that developers use less effort and the end result looks better. That’s progress. You could argue it’s kind of like when web developers finally were able to stop supporting IE9 - it wasn’t big for end users, but holy hell did the job get more enjoyable, faster and also cheaper.

      • @Klear@lemmy.world
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        186 days ago

        Cyberpunk and Control are both great examples - both games are full of reflective surfaces and it shows. Getting a glimpse of my own reflection in a dark office is awesome, as is tracking enemy positions from cover using such reflections.

        • @DaTingGoBrrr@lemm.ee
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          66 days ago

          I have only ever seen Cyberpunk in 2k res, ultra graphics, ultra widescreen, ray-tracing and good fps at a friend’s house and it does indeed look nice. But in my opinion there are too many reflective surfaces. It’s like they are overdoing the reflectiveness on every object just because they can. They could have done a better job at making it look realistic.

          • @faythofdragons@slrpnk.net
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            116 days ago

            For any other game, I’d agree, but cyberpunk being full of chrome is an aesthetic that predates the video games by a fair margin, haha.

            • @DaTingGoBrrr@lemm.ee
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              45 days ago

              My problem is more with wet surfaces and the likes. Walking around the city it feels like every little water puddle is mirror and a spoon can also reflect way too much. I don’t mind shining chrome body parts.

          • @Klear@lemmy.world
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            5 days ago

            Oh, they are definitely intentionally overdoing it since 90% of said reflective surfaces are ads, often reflecting other ads in there. The game is such an assault of advertising that I’ve found myself minding the advertisements in RL public spaces a lot more less.

    • @count_dongulus@lemmy.world
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      286 days ago

      But, it takes a lot of work by designers to get the fake lighting to look natural. Raytracing would help avoid that toil if the game is forced RT.

        • Thassodar
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          186 days ago

          I took pickes and tomatoes off my burger, where’s my $0.23 discount damn it?!

          • @ByteJunk@lemmy.world
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            6 days ago

            Let’s assume cutting out tomatoes and pickles saved $0.23 per hamburger.

            McDonald’s serves 6.5 million hamburgers a day.
            That’s $500 million extra yearly profit for their shareholders.

            • There’s actually a decent analogy there I think. The hamburger won’t cost less, because the service of customization it itself less efficient: serving customers with their preference of with/without is more expensive than just pickles for all. Likewise I imagine making a game that looks OK with/out RT is extra work than just with.

              • @Atherel@lemmy.dbzer0.com
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                76 days ago

                There is no analogy. It’s comparing returning costs per product (you need a new tomato per 5 burgers) to a one time costs that can be cut during development. And additional copies of a game don’t generate more costs.

              • @ByteJunk@lemmy.world
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                6 days ago

                There really isn’t.

                The op comment was that gamers need to buy expensive hardware so that developers could cut on features/optimization.

                The follow-up reply likened it to customizing your burger, but the better analogy (and the one I assumed) would be for McDonald’s to remove all tomato and pickles (saving money), and the user had to buy it themselves to add to the burger.

      • ☂️-
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        5 days ago

        thats the same logic behind the really high hardware requirements nowadays.

        studios just wanting to save time and cut corners, and you have to offset that with really expensive cards.

    • Cethin
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      36 days ago

      The issues come if you know how they’re faking them. Sure, SSR can look good sometimes, but if you know what it is it becomes really obvious. Meanwhile raytraced reflections can look great always, with the cost of performance usually. It’s sometimes worth it, especially when done intelligently.

      • @Blackmist@feddit.uk
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        6 days ago

        Screenspace isn’t the only way to draw reflections without RT. It’s simply the fastest one.

        Most gamers aren’t going to notice, and I can count on one hand the number of games that actually used reflections for anything gameplay related.

        • @murvel@feddit.nu
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          16 days ago

          What I’m talking about is drawing accurate reflections and I don’t know any other technique that produces the same accuracy as RT

          • @Aceticon@lemmy.dbzer0.com
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            6 days ago

            That’s like saying that “physics simulation is the only technique that produces accurately shaped water streams” - technically true but generally not a sufficient improvement over the shortcuts currently in use to make up for the downside that the technically most precise method is slow as fuck.

            Game making is at all levels finding shortcuts and simplifications (even games about the real world are riddled with simplifications, if only the gameplay rules being a simplified version of real world interactions because otherwise it would be boring as shit) and in the visual side of things those are all over the place even with RT (the damage on the walls, the clouds in the sky, the smoke rising from fires or the running water on the streams aren’t the product of Physics Simulations but, most likely, the use of something like Perkin Noise or even good old particle effects to fake it well enough to deceive human perception).

            Yeah, sure RT is, technically speaking in terms of vidual fidelity alone, better than the usual tricks (say, using an extra rendering step for the viewpoint of the main reflective surfaces such as mirrors). Is the higher fidelity (in, remember, a game space which is in many other ways riddled with shortcuts and simplifications) sufficient to overcome its downsides for most people? So far the market seems to be saying that it’s not.

            • @murvel@feddit.nu
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              16 days ago

              CDProjektRed just showcased The Witcher 4 running RT with 60 fps on a PS5. Bullshit its too slow to be available for most people.

              • @Aceticon@lemmy.dbzer0.com
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                6 days ago

                From an article about it:

                Now, it should be stressed that this is a build of The Witcher 4 specifically designed to show off Unreal Engine’s features. Yes, it’s running on a standard PS5, but it’s not necessarily indicative of the finished product.

                So that’s like saying “under laboratory conditions it has been demonstrated to work”.

                If you know what to look for you can notice it (mainly light bouncing of objects and tainting shadows with the color of those objects, such as the shadow above the green canvas here), but the difference to the non-RT version when one doesn’t know what to look for is minimal and IMHO not enough to justifying upgrading one’s hardware, especially considering that so much of the rest (the water in the streams, the snow in the mountains, the shape of the mountains themselves, the mud splash when a guy is thrown into the mud, the folliage of the plants and so on) has those visual shortcuts I mentioned.

                Yeah, sure, it’s nice than shadows next to strongly lit colored surfaces get tinted with the color of that surface, but is that by itself worth it upgrading one’s hardware?!

                When most games with RT in them deliver that performance on one generation old hardware and all environments, then you will have proven the point that for most gamers it has no significant negative impact on performance.

                • @AdrianTheFrog@lemmy.world
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                  15 days ago

                  RT was three generations ago, and I don’t think they really vary the number of rays much per environment (and rt itself is an o(log(n)) problem)

              • @rtxn@lemmy.world
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                46 days ago

                If you think that video is representative of the release game’s actual performance and fidelity, I have several bridges to sell you.

          • @Blackmist@feddit.uk
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            26 days ago

            Reflection probes are one way. Basically a camera drawing a simpler version of the scene from a point into a cubemap. Decent for oddly shaped objects, although if you want a lot of them then you’d bake them and lose any real time changes. A common optimisation is to update them less than once a frame.

            If you have one big flat plane like the sea, you can draw the world from underneath and just use that. GTA V does that (like ten years ago without RT), along with the mirrors inside. You could make that look better by rendering them in higher resolution.

            https://www.adriancourreges.com/blog/2015/11/02/gta-v-graphics-study-part-2/

            Where RT is visibly better is with large odd shaped objects, or enormous amounts of them. I can’t say it’s worth the framerate hit if it takes you below 60fps though.

            • @AdrianTheFrog@lemmy.world
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              05 days ago

              I haven’t personally played a game that uses more than one dynamic reflection probe at a time. They are pretty expensive, especially if you want them to look high resolution and want the shading in them to look accurate.

          • @rtxn@lemmy.world
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            26 days ago

            Depends on how you define “accurate”. Even full ray tracing is just an approximation based on relatively few light rays (on an order of magnitude that doesn’t even begin to approach reality) that is deemed to be close enough where increasing the simulation complexity doesn’t meaningfully improve visual fidelity, interpolated and passed through a denoising algorithm. You can do close enough with a clever application of light probes, screenspace effects, or using a second camera to render the scene onto a surface (at an appropriate resolution).

            • @AdrianTheFrog@lemmy.world
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              15 days ago

              That’s true, but after a few frames RT (especially with nvidia’s ray reconstruction) will usually converge to ‘visually indistinguishable from reference’ while light probes and such will really never converge. I think that’s a pretty significant difference.

      • @AdrianTheFrog@lemmy.world
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        15 days ago

        There are cases where screen space can resolve a scene perfectly. Rare cases. That also happen to break down if the user can interact with the scene in any way.

  • hazel
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    556 days ago

    Maximise your RTX performance with this one crazy hack!

    Ray traced reflections: on
    Ray traced everything else: off

  • @drosophila@lemmy.blahaj.zone
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    506 days ago

    Baked lighting looks almost as good as ray tracing because, for games that use baked lighting, devs intentionally avoid scenes where it would look bad.

    Half the stuff in this trailer (the dynamically lit animated hands, the beautiful lighting on the moving enemies) would be impossible without ray tracing. Or at the least it would look way way worse:

    https://www.youtube.com/watch?v=d99E01tgOGw

    • @phlegmy@sh.itjust.works
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      45 days ago

      Practically impossible for this developer? Maybe. Technically impossible? No.

      We do have realtime GI solutions which don’t require raytracing (voxel cone tracing, sdfgi, screenspace, etc). None of which require any ‘special’ hardware.

      Raytracing is just simpler and doesn’t need as much manual work to handle cases where traditional rasterisation might fail (eg; light leaking). But there’s not many things it can do which we can’t already achieve with rasterisation tricks.
      Raytracing is mostly useful for developers who don’t have the time/budget/skillset to get the same visual quality with traditional rasterisation.

      However, in an industry which seems to prioritise getting things released as cheaply and quickly as possible, we’re starting to see developers rely heavily on raytracing, and not allocating many resources into making their non-rt pipeline look nice.
      Some are even starting to release games which require raytracing to work at all, because they completely cut the non-rt pipeline out of their budget.

      So I’d argue that you’re incorrect in theory, but very correct in practise (and getting even more correct with time).

      • @ryedaft@sh.itjust.works
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        5 days ago

        That’s kinda the thing with ray tracing. You can save a lot of work but since you want your game available for gamers that don’t have the hardware you still have to do that work…

        I’m expecting the next PlayStation to focus on ray tracing to set it apart in the market. They have the volume and it would be good for their exclusive titles.

        Edit: Okey, maybe I’m just hoping, rather than expecting. Sony can absolutely screw this up.

  • @brygphilomena@lemmy.dbzer0.com
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    426 days ago

    I think raytracing is fine for games that want a lot of realism. But I’m playing games with monsters and fantasy. My suspension of disbelief isn’t going to break because reflections aren’t quite right.

    But I’m pretty much in the camp of, I want my games to look and feel like games. I like visual cues like highlighting items I can interact with or pick up. So lighting is always non-realistic.

  • Green Wizard
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    406 days ago

    Raytracing is cool, personaly I feel like the state that consumers first got it in was atrocious, but it is cool. What I worry about is the ai upscale, fake frame bullshit. While it’s cool that the technology exists; like sweet, my GPU can render this game at a lower resolution, then upscale it back at a far better frame rate than without upscaling, ideally stretching out my GPU purchase. But I feel like games (in the AAA scene at least) are so unoptimized now, you NEED all of these upscaling, fake frame tricks. I’m not a Dev, I don’t know shit about making games, just my 2 cents.

    • @NoForwardslashS@sopuli.xyz
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      176 days ago

      Raytracing will be cool if hardware can catch it up. It’s pretty pointless if you have to play upscaled to turn the graphics up. And as you say, upscaling has its uses and is great tech, but when a game needs it to not look like dogshit (looking at you Stalker 2) it worries me a lot.

      • @AdrianTheFrog@lemmy.world
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        25 days ago

        I feel like if you have the level of a 3070 or above at 1080p, pathtracing, even with the upscaling you need, can be an option. At least based on my experience with portal rtx.

        Personally I have a 3060, but (in the one other game I actually have played on it with raytracing support) I still turned on raytraced shadows in Halo Infinite because I couldn’t really notice a difference in responsiveness. There definitely was one (I have a 144hz monitor) but I just couldn’t notice it.

    • @Baggie@lemmy.zip
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      96 days ago

      No you’ve pretty much hit it on the head there. The higher ups want it shipped yesterday, if you can ship it without fixing those performance issues they’re likely going to make you do that.

    • @AdrianTheFrog@lemmy.world
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      25 days ago

      Optimization is usually possible, but it is easier said than done. Often sacrifices have to be made, but maybe it is still a better value per frame time. Sometimes there’s more that can be done, sometimes it really is just that hard to light and render that scene.

      It’s hard to make any sweeping statements, but I will say that none of that potential optimization is going to happen without actually hiring graphics devs. Which costs money. And you know what corporations like to do when anything they don’t consider important costs money. So that’s probably a factor a lot of the time.

  • @rumba@lemmy.zip
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    376 days ago

    Soooo, there’s a missing part here. The point (and drive) behind raytracing isn’t making games beautiful, it’s making them cheaper and less man-hour intensive to make/maintain.

    The engine guys spend manyears every year working on that non-raytraced engine so it can do 150. They’ve done every cheat, every side step, and spent every minute possible making it look like they haven’t done anything at all.

    The idea is that they stop making/updating/supporting non-raytracing engines and let the GPU’s pick up the slack. Then using AI to artificially ‘upgrade’ the frame rate with interpolation.

      • @HereIAm@lemmy.world
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        45 days ago

        Don’t forget the 10 shadow copies of my car/weapon following me around. It’s like someone really liked having a trailing mouse cursor and thought everything should have it

    • @AdrianTheFrog@lemmy.world
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      75 days ago

      It’s not just a time limitation either tho, it also opens up a lot of room for artistic direction and game design

      I don’t think you could possibly make something like Control’s shiny black blocks world look decent without raytraced reflections.

      Also anything with significantly large dynamic geometry usually either needs like half of the level file size to be duplicated for every possible state, or some form of raytracing, to work at all. (There’s also things like voxel cone tracing that do their own optimized tracing but they also don’t really work in 100% of situations and come with their own visual downsides)

    • @mindbleach@sh.itjust.works
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      55 days ago

      To see how far rasterization has been stretched, and how that holds back development - Path of Exile 2 has a tech talk about their bare minimum settings. Artists weren’t allowed to rely on anything that could be turned off. They begged the programmers for specific gimmicks, and turned that cheap nonsense into a million blades of grass, raymarched cracks in translucent ice, and soft shadows with no Peter Panning.

      Or, picking one specific trick: ambient occlusion was half of why Crysis humbled $5,000 PCs. There’s a slide deck for how a superior version of the same effect was achieved in Toy Story 3 on the Wii.

      Real-time raytracing was unobtanium for decades because we kept moving the goalposts. The entire 3D games industry is built on cheating around simple parallel techniques being too expensive. By the time hardware catches up to where doing something the simple way is feasible, complex software has faked a wild variety of other effects. Meanwhile: games are designed to rely on what’s available. All of the tells for proper path-traced lighting have either been faked or avoided. Games don’t even do mirrors, anymore.

      There’s a reason RTX shows off games from the late 1900s.

    • @Valmond@lemmy.world
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      05 days ago

      It’s like when the unity game engine came out, somehow IMO, instead of having to program the whole thing up to your specific game, now everyone could make a 3D platformer.

      It does, again IMO, take the soul out of games.

      • @rumba@lemmy.zip
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        25 days ago

        Heh, I can appreciate that. That was also said when people stop using ASM and again when games started running in Windows. Not running games in dos felt really icky.

        • @Valmond@lemmy.world
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          25 days ago

          True, even if there weren’t that windows border, you just knew windows were lurking behind the game somewhere in the shadows…

          • @rumba@lemmy.zip
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            24 days ago

            I think it was 98 when I finally had a computer powerful enough to play quake and burn a cd at the same time. Dual processor, SCSI disk, quarter gig of ram.

      • Jyek
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        14 days ago

        The earliest publicly available engines were id software engines. Whenever id developed a new one, they released the old one for free. That’s why we got a lot of doom clones and those doom clones became whole new genres of games. Thief, half-life, counterstrike, duke nukem, serious Sam, Wolfenstein, call of duty and many many many more games are direct descendants of developers playing with open source engines.

        If your argument is that games are worse because developers don’t need to build their own engines anymore, you are dead wrong.

        • @Valmond@lemmy.world
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          04 days ago

          Lol you just explained it yourself.

          We won’t go back in time to change things, and it was obvious what was going to happen, and it’s not always wrong either, but you can’t just brush away that everyone and their grandmother had to make a 3D platformer when unity came out.

          Good or bad, it generally led people astray IMO.

          There were lots of engines out there back in the day, the ID one was just the most polished (by far), you still had to know what you were doing, not so much with Unity.

  • @murvel@feddit.nu
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    376 days ago

    It’s not a trick, it’s just lighting done the way it should be done without all the tricks we need now like Subsurface scattering or Screen space reflections.

    The added benefit is that materials reflect more of their natural reflection making all the materials look more true to life.

    Its main drawback is that it’s GPU costly, but more and more AAA games are now moving toward RT as standard by being more clever in how it handles its calculations.

    • @rtxn@lemmy.world
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      306 days ago

      Yes, I’m sure every player spends the majority of their game time admiring the realistic material properties of Spider-Man’s suit. So far I’ve never seen a game that was made better by forcing RT into it. A little prettier if you really focus on the details where it works, but overall it’s a costly (in terms of power, computation, and price) gimmick.

      • @itslilith@lemmy.blahaj.zone
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        156 days ago

        The one benefit I see is that it simplifies lighting for the developer by a whole lot.

        Which isn’t a benefit at all, because as of now, they basically have to have a non-raytrace version so 90% of players can play the game

        But in a decade, maybe, raytracing will make sense as the default

        • @WhiteBurrito@lemmy.world
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          66 days ago

          I’ve always said that, because the baseline GPUs are the RTX 3060 and the RX 6700 (consoles equivalent)… And those GPUs aren’t doing amazing RT so, what’s the point in pushing it so hard NOW for the 1% of users with a 4090 or whatever?

      • @murvel@feddit.nu
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        96 days ago

        RT also makes level-design simpler for the development team as they can design levels by what-you-see-is-what-you-get method rather than having to bake the light sources.

        • @rtxn@lemmy.world
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          106 days ago

          Development and design can use RT all day long, that’s not the issue. They have the benefit of not having to run ray tracing in real time on consumer hardware. At the end of the day, unless they want to offload all of that computation load onto the customer forever (and I really mean all RT all the time), they’ll eventually have to bake most or all of that information into a format that a rasterizer can use.

      • @KoboldOfArtifice@ttrpg.network
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        36 days ago

        Where is RTX being forced into? Haven’t seen a game where it’s not an option you have to toggle on first and it’s not like RTX is a lot of additional work for the developer, seeing how it in fact reduces the work necessary to make a scene look the way it should.

        Yes, it’s stupidly expensive and not every game manages to benefit massively from it, but it can lead to some very pretty environments in games and it seems perfectly valid in those cases.

        Also, some people do quite enjoy admiring the way the materials of various things end up looking. Maybe it’s not the majority of players, but some people quite like looking at details in the games they play.

        • Redex
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          146 days ago

          There aren’t many but the new Indiana Jones and Doom games require ray tracing

          • @WhiteBurrito@lemmy.world
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            36 days ago

            To be fair… At least those 2 actually perform well.

            Indiana Jones can run at high settings 1080p NATIVE at like 80 fps on a 3060, and Doom ran at like 80 FPS medium settings quality upscaled 1440p on my RX 6800XT which is like bad for RT lol

    • @Kazumara@discuss.tchncs.de
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      6 days ago

      Subsurface scattering is not one of the things you get automatically with ray tracing. If you just bounce the rays off objects as would be the usual first step in implementing ray tracing you don’t get any light penetration into the object, so none of that depth.

      Maybe you meant ambient occlusion?

      • @SaharaMaleikuhm@feddit.org
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        26 days ago

        This. Personally I think you can’t really expect gamers to know all of that. The only reason I know this particular fact is cause I’m using Blender. It’s a bit paradox, but really just pointless to talk about the technical details of games with gamers.

    • @vrighter@discuss.tchncs.de
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      126 days ago

      raytracing still needs to do subsurface scattering. It can actually do it for real though. It also “wastes” a lot of bounces, so is usually approximated anyway

    • @Aceticon@lemmy.dbzer0.com
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      6 days ago

      Games visuals are riddled with shortcuts and simplification.

      You don’t think the way the water moves when your characters steps on a puddle, the smoke rises from fires or the damage on the walls are Physics Simulations, do you?!

      It’s all a variation of a procedural noise such as Perkin Perlin Noise, particle effects, or at best (for example, ocean simulation) some formulas that turn out to look good enough.

      (Want to see Physics Simulations in 3D generated worlds, look at Special Effects in Films).

      Improving one element of game space visual fidelity - reflections - is nice but it’s unclear that it’s worth its downsides (more expensive hardware, slower performance) given how everything else is still one big pile of “good enough” shortcuts.

      • @murvel@feddit.nu
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        36 days ago

        RT is of course a shortcut too, it’s not an exact representation of how light actually behaves…

        • @Aceticon@lemmy.dbzer0.com
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          That’s the thing: Ray Tracing as implemented on Graphics Cards (which is a subset of what’s done in offline rendering for things like Film) only makes 3D rendering environments a bit more realistic in the domain of lighting, not even the same as reality, and this domain is only a small part of the big fucking pile of shortcuts used for realtime 3D rendering, so this improvement leaves all other ways a game space diverges from reality the same.

          Mind you, this partial Ray Tracing thing tainting shadows next to brightly lit colored objects and doing proper realtime reflections for all reflective surfaces would be great if one didn’t have to actually upgrade one’s hardware and the performance loss was small, but that’s not the case yet.

        • @AdrianTheFrog@lemmy.world
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          15 days ago

          If course, no renderer is really good enough unless it considers wave effects. If my game can’t dynamically simulate the effect of a diffraction grating, it may as well be useless.

          (/s if you really need it)

    • @SkunkWorkz@lemmy.world
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      26 days ago

      Even with raytracing there is still a lot of shortcuts and trickery under the hood. Ray tracing is the “cheating” form of path tracing.

  • @MangioneDontMiss@lemmy.ca
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    175 days ago

    as someone who has worked in visual fx for 20 years now, including on over 15 films and 8 games, raytracing is most definitely not simply a marketing tool.

  • Kinokoloko
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    135 days ago

    When I had a PS5 and Cyberpunk, I would sometimes switch ray tracing on and off to see if it made a huge difference. Well, the frame rate would be capped at 30 with it on…and I suppose if I stopped and looked around for a bit, it was noticeable, but honestly, I preferred the higher framerate. I’ve yet to see a game that really benefits from RT.

    • zqps
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      55 days ago

      It’s mostly developers that benefit from RT long-term. Not now while it’s optional, but once it becomes a requirement, they can cut a couple of time-intensive steps from the development pipeline.

  • @ILikeBoobies@lemmy.ca
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    Ray tracing isn’t supposed to make things look better, it’s supposed to save development time

    If you spend enough time on lighting you can make static lights look better but that’s just it, it takes longer so it costs more

  • @latenightnoir@lemmy.blahaj.zone
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    6 days ago

    The first F.E.A.R. had excellent dynamic lighting, I’d argue it had the epitome of relevant dynamic lighting. It didn’t need to set your GPU on fire for it, it didn’t have to sacrifice two thirds of its framerate for it, it had it all figured out. It did need work on textures, but even those looked at least believable due to the lighting system. We really didn’t need more than that.

    RT is nothing but eye candy and a pointless resource hog meant to sell us GPUs with redundant compute capacities, which don’t even guarantee that the game’ll run any better! And it’s not just RT, it’s 4k textures, it’s upscaling, it’s Ambient Occlusion, all of these things hog resources without any major visual improvement.

    Upgraded from a 3060 to a 4080 Super to play STALKER 2 at more than 25 frames per second. Got the GPU, same basic settings, increased the resolution a bit, +10 FPS… Totes worth the money…

    Edit: not blaming GSC for it, they’re just victims of the AAA disease.

    Edit 2: to be clear, my CPU’s an i7, so I doubt it had much to do with the STALKER bottleneck, considering it barely reached 60% usage, while my GPU was panting…

    Edit 3: while re-reading this, it hit me that I sound like the Luddite Boss, so I need to clarify this for myself more than anyone else: I am not against technological advancement, I want tech in my eyeballs (literally), I am against “advancements” which exist solely as marketing accolades.

      • @latenightnoir@lemmy.blahaj.zone
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        26 days ago

        Seriously, even GTA III had a MUCH better defined atmosphere and feel than SA!

        And the Riddick games were, indeed, gorgeous! In a grim as hell way, but gorgeous!

        • @rtxn@lemmy.world
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          26 days ago

          To be fair, the “sunny California” setting and atmosphere is probably as bland and generic as it gets. It didn’t give designers a lot to work with.

          • @latenightnoir@lemmy.blahaj.zone
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            06 days ago

            It’s not just that, Vice City was set in Miami, I’d argue it had similar vibes/aesthetics (accounting for the difference in time and setting), and it felt significantly more cohesive and well-designed in terms of aesthetics.

          • @latenightnoir@lemmy.blahaj.zone
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            26 days ago

            Agreed, it was a major step forward in terms of mechanical complexity, but I couldn’t shake the feeling that everything I saw was made out of plastic, y’know? Cars included.

    • @faintwhenfree@lemmus.org
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      46 days ago

      I remeber reading the real sell to developers is less calculations, currently textures have to be designed for different lightening, which would require pre rendering same textures across multiple lightings. And that is time and resource intensive for developers.

      Ray tracing is a simpler solution. I’m not an expert, but that seemed sensible to me.

      • @latenightnoir@lemmy.blahaj.zone
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        76 days ago

        Honestly, this wouldn’t have been an issue, ever, if we wouldn’t have switched to “release fast, fuck quality, crunch ya’ plebs!” It’s yet another solution for a self-generated problem.

        • @faintwhenfree@lemmus.org
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          66 days ago

          I don’t know who is downvoting you, but release fast at cost of quality definitely makes the problem worse. Because people keep buying half baked unfinished games.

          • @latenightnoir@lemmy.blahaj.zone
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            6 days ago

            Oh, I always remove the default upvote:))

            And thoroughly agreed, currently playing Dune Awakening. It’s been about two weeks since launch. I fell through the map twice (by doing nothing other than using what the game gave me - grappling-hooked to a container in a lab, catapulted me straight through the wall), and keep getting ganked by solo mobs who pin me to walls, because I’m unable to move or dodge. A single enemy. Blocking my movement completely. Not to mention NPCs being displayed as blank templates which load in when you’re barely 2m away from them, twitchy directionals, and many other points of minor annoyance, which just add up…

            And I’m not dumping on Dune, it’s a good game! But it’s VERY rough around the edges…

      • @AdrianTheFrog@lemmy.world
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        15 days ago

        I heard the Source 2 editor has (relatively offline, think blender viewport style) ray tracing as an option, even though no games with it support any sort of real time RT. Just so artists can estimate what the light bake will look like without actually having to wait for it.

        So what people are talking about there is lightmaps, essentially a whole other texture on top of everything else that holds diffuse lighting information. It’s ‘baked’ in a lengthy process of ray tracing that can take seconds to hours to days depending on how fast the baking system is and how hard the level is to light. This just puts that raytraced lighting information directly into a texture so it can be read in fractions of a millisecond like any other texture. It’s great for performance, but can’t be quickly previewed, can’t show the influence of moving objects, and technically can’t be applied to any surface with a roughness other than full (so most diffuse objects but basically no metallic objects, those use light probes and bent normals usually, and sometimes take lightmap information although that isn’t technically correct and can produce weird results in some cases)

        The solution to lighting dynamic objects in a scene with lightmaps is through a grid of pre baked light probes. These give lighting to dynamic objects but don’t receive it from them.

    • @daellat@lemmy.world
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      26 days ago

      Cpu % usage is not a great stat. If on a 10 core CPU the main thread is maxed and the others are on 20% it would read 28% overall but you’re still CPU limited.

      Even the 7800x3d is cpu limited in stalker 2 in any npc area

      • @latenightnoir@lemmy.blahaj.zone
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        6 days ago

        Sorry, yeah, forgot the deets. 9700k, none of the cores were overworked, 60% seemed to be average usage across them.

        And, yeah, checked in NPC-heavy areas, where the stuttering, lag, and frame times were the worst, and I didn’t have it set to “Ridiculous” - using a combination of High for textures and Med for effects (like shadows and lighting), running it at 1080p on the 3060 and 1440p on the 4080 Super (bumped it up to native, basically). Exclusively on SSD, 32 Gigs of RAM.

        Edit: no upscaling because the input lag was horrid.

        • @WhiteBurrito@lemmy.world
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          26 days ago

          I that’s part of it… The 9700K is like 7 years old at this point, and I’m all for holding off updates if it does what you want, but eventually you’ll have to if you want to actually take advantage of that 4080

          • @latenightnoir@lemmy.blahaj.zone
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            6 days ago

            Well aware of that, but no game has ever had issues with it so far, so…

            And I even run it without any OC, because it handles everything I throw at it juust fine.

            Edit: plus, to be honest… if things keep going the way they’re going, I can see a clear cut-off point for me around gaming… Very few new games I’d actually want to play, and I own every game I’ve ever enjoyed playing.

            Edit 2: as an example, I can run Cyberpunk 2077 with everything cranked up to 11 and my system’s actually chillin’.

            • @daellat@lemmy.world
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              15 days ago

              I think you’d be surprised at how much headroom a fast cpu will give you in some games on that resolution and with that gpu. I’ve got a similar performing one (7900xtx) and I swear by my 7800x3d. Every game (apart from stalker 2) just feels so responsive. But it’s no cheap upgrade thats for sure.

        • @AdrianTheFrog@lemmy.world
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          15 days ago

          Still, even if any thread looks like it’s always at 60%, if a load appears and disappears very quickly and gets averaged out on the graph (as it could in an unoptimised or unusual situation) it could still be a factor. I think the only real way to know is to benchmark. You could try underclocking your CPU and see if the performance gets worse, if you really want to know.

    • @AdrianTheFrog@lemmy.world
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      15 days ago

      Really? Ambient occlusion used to be the first thing I would turn on. Anyways, 4k textures barely add any cost to the GPU. That’s because they don’t use any compute, just vram, and vram is very cheap ($3.36/GB of GDDR6). The only reason consumer cards are limited in vram is to prevent them from being used for professional and AI applications. If they had a comparable ratio of vram to compute, they would be an insanely better value compared to workstation cards, and manufacturers don’t want to draw away sales from that very profitable market.

  • @NigelFrobisher@aussie.zone
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    226 days ago

    Early 3D graphic rendering was all ray-tracing, but when video games started doing textured surfaces the developers quickly realised they could just fake it with alpha as long as the light sources were static.

    • @AdrianTheFrog@lemmy.world
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      25 days ago

      Unless you consider wireframe graphics. Idk when triangle rasterization first started being used, but it’s more conceptually similar to wireframe graphics the ray tracing. Also, I don’t really know what you mean by ‘fake it with alpha’.

  • @58008@lemmy.world
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    206 days ago

    I never turn it on, the visual difference is too unimportant to warrant such a huge cost in hardware resources (and temperature). It looks different if you have side-by-side screenshots, or if you turn it off and on in-game, but if the difference is several orders of magnitude too slight to be worth it. Higher frames-per-second is more important than realistically-simulated light beams. You can’t really have both in large AAA games.

  • @amotio@lemmy.world
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    176 days ago

    I have seen FEW games that really benefit from RT. RT is a subtle effect because we’we got pretty good at baking and faking how light should look.

    But even if its just a subtle effect, it adds so much, the feeling of the lighting is (for me) better wit RT, light properly propagates, bounces, dynamic geometry is properly lit. It’s just so much of these, on the bigger scale, tiny upgrades that make the lighting look a lot better.

    It just sucks that the performance is utter shit right now. I hope in few years this will be optimised and we won’t need to sacrifice 1\2 of the framerate just to get lighting that feels right.

    • @sp3ctr4l@lemmy.dbzer0.com
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      6 days ago

      But you can bake additive environment lighting as well.

      You can even bake additive lighting in layers, at least for things like street lamps, like coming out of a window onto a street, mostly static objects that can be turned on/off or broken…

      And then just only use truly dynamic lighting for… people with lamps, flashlights, cars, truly dynamic stuff.

      But that takes time, attention to detail, good map/level design, a bit of extra logic to handle everything… and the AAA paradigm is crank out flashy bullshit that runs like ass… unless you check out our marketing partner’s newest GPU!

      Not everything, but most advanced dynamic lighting stuff that people associate with RT… can be done in an optimized way, leaving only a few elements to be truly fully, dynamically, brute force rendered every scene.

      But, its about 95% easier for a game dev to (or management to tell them to) just let the game engine they paid for a liscense to (almost always UE) to handle it via assuming the end user has a GPU that costs as much as an entire PC 2 years ago.

      Long, long gone are the days where game studios were largely defined by having their own engine, tailored to work optimally with the kinds of games they make.

      Nearly no AAA game studios bother to make engines these days, nearly none of them have competent enough coders to actually make one… thats all subcontracted out now.

    • @vrojak@feddit.org
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      46 days ago

      What games do you know that really benefit from RT? So far I’m only aware of Metro Exodus enhanced edition and probably Cyberpunk (haven’t played it yet though). Witcher 3 has some noticable changes sometimes but eh. In every other game it feels completely useless.

      • @Senal@programming.dev
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        26 days ago

        The game from the screenshot, Alan Wake 2.

        Also Control by the same company, but to a lesser degree.

        The change is generally more subtle than people expect but it adds to the overall atmosphere, which is important for these games.

  • @frezik@midwest.social
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    156 days ago

    The best examples of raytracing are in applying it to old games, like Quake II or Portal or Minecraft.

    Newer games were already hitting diminishing returns on photo realism. Adding ray tracing takes them from 95% photo realistic to 96%.

    • @MurrayL@lemmy.world
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      146 days ago

      I disagree - adding RT to games that weren’t designed for it often (but not always) wrecks the original art direction.

      Quake II is a great example; I think the raytraced version looks like absolute ass. Sure, it has fancy shadows and reflections, but all that does is highlight how old the assets are.

      • Lv_InSaNe_vL
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        96 days ago

        Portal with ray tracing is a really cool demo, and Ive used it on the past to show off ray tracing. But man its just not as pretty as the old portal because it lacks the charm, its like those nature photos that are blown out with HDR

        • @AdrianTheFrog@lemmy.world
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          15 days ago

          I always loved the graphics of Portal 2 but didn’t really see the appeal of those from Portal 1. I think the “with-rtx” version was more on the portal 2 side, so I was fine with it.

      • @squaresinger@lemmy.world
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        36 days ago

        Same with Minecraft. Minecraft looks like crap, and improving the lighting, shadows and so on just shows that off even more.

        Minecraft is a game that’s deliberately not about the looks.

        • IngeniousRocks (They/She)
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          76 days ago

          I’m a big fan of raytraced Minecraft, but I also generally use texture packs that benefit from ray tracing. I’ve found that rather than something for realisim, finding a high resolution cartoony texture pack makes RT shine for Minecraft. Because yes, the game looks bad on purpose, lean into that and make it cartoonier too.

          It makes for great survival horror when you’re on the cutest cartooniest texture pack you can find and you’re out after dark without a torch or lantern and its just pitch black except for the light of the moon, barely illuminating silhouettes against the deep purple sky. You see the monsters approaching. You turn a corner and see it, the most adorable thing you’ve ever seen, with death in its eyes made visible only by your own reflected moonlight. It’s too dark to run. Good luck.

        • @AdrianTheFrog@lemmy.world
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          55 days ago

          I disagree, I think a lot of raytraced shaders successful make the game look better while still leaning into the stylized look. I also think it’s unfair to say the game looks bad originally. It doesn’t look realistic, but it has a consistent and compelling visual style.

          Look at the Minecraft update trailers for example. They go in that direction even further, by simplifying all of the textures. Yet even with the perfect offline path tracing, it doesn’t look bad.

      • @MonkderVierte@lemmy.zip
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        16 days ago

        often (but not always) wrecks the original art direction.

        Which is sometimes a nice benefit. Not to talk about the “layer” in a specific color that suddenly goes away if you enable levelsplus in Reshade. The most extreme example i’ve seen was Elex 1.