Raytraced Metro Exodus
Raytraced Metro Exodus
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Uhm, I think it's the other way around user. So silly goose.
so, uh, different colors?
I don't see anything that can't be done with "regular" lighting at a much smaller performance impact here. Seems like a tool for lazy devs who rather force the user to have a 500+% performance impact than put work into a game's lightning design.
Now reflections is a different story.
Honestly is looks like HDR.
no, better lighting
>ray trace and lose 3/4 of performance
>ambient occlusion still shit
This tech sure is crap.
it allows really any object to cast shadows properly and have shadows act a lot closer to reality, its not just about the lighting. I dont think theres an easy solution to that, that would be a full on engine change, where RTX can just bruteforce shit.
Why do you people call games with options to ray trace one or two effects as "OMG RAYTRACED"? This shit isn't raytraced, just like how 1440p checkboard shit isn't 4k.
>raytracing
>shit tech
It is shit tech.
Trading slightly better shading for significantly worse performence is cool for tech demos, but it's worthless for actual games.
Ray-traced lighting still uses AO?
Nice bait fag, would be a shame if someone called you out on it.
youtu.be
>those blocky round surfaces
>Nice bait fag
? you can play the game with rtx enabled on 10xx cards now and see for yourself how it looks
You can do similar looking stuff with pre-baked lighting but it's static. Raytracing will (does) really shine with games that have full dynamic day and night cycle.
too bad it doesn't make the game good
raytracing is such a fucking meme
Just buy a 2080ti poorfag
I would but Epic snatched it.
>inb4 pirate
I don't care enough to bother.
Games with realtime shadows for every single object in the game and day/night cycle already exist even with DX9 only, ever played STALKER?
That's the point though, it's why Jensen was peddling the "just werks" point. And honestly with the PBR pipeline that most AAAs are using these days it makes more sense to leverage it than it does manually lighting everything for a hacked together scene. It's a question of time investment. I don't know about you but if I was given the option:
>place every light by hand to get 80% realism, and spend countless hours tweaking it
>Let the engine take care of it and flesh out the more important gameplay features
I'd take the latter.
This is the only one I can see a difference on. The rest is just meme bullshit.
nothings stopping them from having the game look like the 1st image and also having it run at 200 fps on a cheap gpu
devs today are incompetent and dont care either, LAZY
Here's the thing though, a manually adjusted scene will have an artistic touch, somebody will go over and and check if it looks good.
Something 100% automatically generated can look realistic sure, but it may look flat and boring as shit.
thanks for the shots, it's interesting to see some non-promotional shots at least
what settings are these?
is RTX even a separate option or is it simply built into one of the presets?
This is either cope or you're just blind as fuck.
I played it before you even knew series existed - I'm a slavfag.
And don't be retarded, I was talking about subtle secondary global illumination that raytracing does, not shadows, like Mirror's Edge 1 had amazing lighting baked into textures, which is why it still looks decent 11 years later. But getting same level of lighting quality in motion is impossible without raytracing.
I feel like they just click through the video without actually watching it in action.
Pretty sure because of dark slav magic and the fact im almost positive the S.T.A.L.K.E.R devs are the ones who created global illumination, so they would know how to use it best.
It sounds like a meme but this tech looks way better in motion, the lighting is just right
Those grass shadows are fucking horrendous. It literally just dumps a shadow blob inside of each patch of grass.
Screenshots don't do it justice
I'm not saying it's the all-encompassing easy button, but for PBR pipelines it's going to be a universal boon. And you still have someone that's going to be lighting critical scenes.
STALKER's shadows are actually trash though, same issues were present with Doom 3 and FEAR. They're too hard and too sharp, they don't function as the real world would. At best they're stylized hacks, at worst they're a third rate facsimile of real world. The Division can handle shadows without RT, though, but it doesn't come free.
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>I played it before you even knew series existed
I doubt it, I've played the leaked russian only MP alpha before the game hit the shelves, been flollowing it since e3 2003.
>And don't be retarded, I was talking about subtle secondary global illumination that raytracing does, not shadows, like Mirror's Edge 1 had amazing lighting baked into textures, which is why it still looks decent 11 years later. But getting same level of lighting quality in motion is impossible without raytracing.
You were not this specific.
Also this stuff can be faked with good implementation of AO.
it's on ultra but nvidia said you won't get full quality rtx on 10xx cards so i dont know if its actually just low
>Also this stuff can be faked with good implementation of AO.
Good luck imitating all of this without raytracing.
youtube.com
Also rtx-based ambient occlusion is more accurate and looks better, see my first post.
>mec threw this away for blurry textures and garbage day/night cycles that don't work half the time
I'm going to kidnap solar fields and make them make a better me before I let him go
>tfw rtx 2070 but no games i actually like support raytracing
literally disabled GI with if you dont use gaytracing
Hey, at least we got another good soundtrack by him. His solo works didn't really hit the same spot for me.
Not worth 1000$.
How can you say this without providing any source? I agree that newer games do shadows better but saying that STALKER's shadows are trash is just questionable.
Are there any free rtx demos to test my gpu?
fallout 4 with enb
vanilla fallout 4
too bad it wont make the game less boring
They've added ray tracing support to older cards with recent driver.
Not that I know of. But if you need a short benchmark pirate the latest 3DMark - they recently released DXR bench. Humbled my 2080ti though, so reign in your expectations.
-1 to your social credit score
Right, insult games that came out in 2005 idiot. That'll make your argument so valid, ass.
ISn't raytracing normally at its best when you have strong direct lighting? Why all the shadowy, gloomy screenshots?
To shitpost, duh.
>give source on opinion
They were totally acceptable and practical when the game was released, but technically they were nothing spectacular and they suffered from the same issues as games like Doom and F.E.A.R. where shadows weren't properly cast and softened, they were just sharp black projected outlines in interior spaces. It's totally unrealistic, RT defeats this issue by bouncing the light. This means those shadows are slightly lit.
Here's a super lazy and quick render that may or may not elucidate what I mean. Attend to the softening in the later image, but also the fact that the shadow inherits bounced light. Also take note of the AO.
W-what?
RTX: interdimensional