raytracing rule

bbpolterGAYst (she/her)@lemmy.blahaj.zone to 196@lemmy.blahaj.zone – 1061 points –
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After playing Portal RTX and Quake 2 RTX, my opinion is that what we really need are games that fully embrace RTX as their rendering. Lower poly count, use materials more, lean in onto the cool lighting.

Games like Cyberpunk 2077 use RTX, but it's just painted over so it is very expensive for what it brings to the table. Sure it's more accurate and having reflections is neat, but it costs more than some shadow maps and doesn't beat good artistic design.

Yea were still in that transition period. One of the other problems is having RTX requirements only. Eventually the GTX cards will have to die out in order for this to be achieved though.

Yeah, we will only start seeing games that fully rely on raytracing when low-mid tier GPUs will be able to support at least current day RTX 3070 performance. As in, you can do better but at least you can run stuff fully in raytracing.

RTX in Spider-Man/Miles Morales on PC was... Amazing.

Being able to see yourself swinging by windows in realtime, shadows from buildings...

It was worth the FPS hit.

You know, that's fair. Most of my experience with RTX in games so far been in first person shooters and they're kind of lacking in environments like those.

Mostly stuff like slightly better lighting in Cyberpunk or the flickery caustics in recent Robocop game. Bonus points for the games that implement RTX reflections and shadows but don't have your character reflect or cast a shadow.