Raytracing is a me-

>raytracing is a me-

Attached: cope seethe.jpg (1902x1850, 1.14M)

Other urls found in this thread:

casual-effects.blogspot.com/2014/08/screen-space-ray-tracing.html
youtube.com/watch?v=5jD0mELZPD8&t=7m53s
youtu.be/P6UKhR0T6cs
slideshare.net/DICEStudio/henrikgdc09-compat
youtu.be/UrvmTCl80sw?t=744
youtube.com/watch?v=kGxqiw8UWns
twitter.com/NSFWRedditVideo

Raytracing is not a meme.

RTX is a meme.

whoa this game is good now wtf

Soul

Vs

Soulless

poor amdlet

we've had working mirrors in games for YEARS now

>be amd poorfag
>muh RTX is a meme

poorfags on defense

Can you guess if this is raytracing or ssr?

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SSR and it looks shitty.
like your fucking mom

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>shitty AAA games
>BUT REFLECTIONS user

FPBP. Legit real time ray tracing is still a pipe dream.

Been buying nvidia since the days of the geforce 2. Try again.

Attached: 1544477204702.png (653x726, 42K)

move the camera down so only the reflected surface is visible and you wont see a reflection anymore because it only reflects whats on the camera

if youd do that with rtx enabled, the reflection will still be visible

not in the last decade

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>top: 30fps
>bottom: 12fps (with raytraced parts rendered at 320x240 and upscaled. Refections etc.)
Yes raytraycing is the future, but not with the current hardware.

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>if youd do that with rtx enabled, the reflection will still be visible
Literally a useless waste of resources

Why is it fully reflecting that neon text when the neon text is blocked by that building? That isn't even SSR.

Most SSR methods are raytraced lol

casual-effects.blogspot.com/2014/08/screen-space-ray-tracing.html

cope

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??

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Oh I can look at uncanny, plastic and weirdly robotic character model twice now great

Yes, we're all so sad we don't live up to your arbitrary consumerist metrics.

?

>if you don't see something, you should't see its shadow! Waste of ressouves!!

what the fuck is being reflected here

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This is actually an ingame advantage. You get another mirror to look around.

nope, not getting rid of my 1080ti

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>iv'e been a corporate cocksucker for years!
imagine using this as a flex.

>1000$ for reflection on a glass

cope with what you, dumb fuck?
Its not even ray traced.
Current games only use tiny RT bits here and there. Lile for shadows and reflection. Shit isnt even rendered at fullres and needs upscaling and denoising.

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It's obsolete bro

>not in the last decade
not because it's impossible though, it's because devs don't feel like it.

It's not my fault it's so rare for AMD to have cards worth buying.

the reflection is on a different plane of perspective

It's inaccurate baked in shit

Where are the reflections?

Sauce on those milkers?

Path Tracing > Ray Tracing and RTX is literally real-time path tracing. It's not a lot of paths, and uses heavy dithering to work in real time, but it's still path tracing.

? what you marked arent reflections

yes

It's actually been confirmed that Control runs better with RTX on than it does with it off. Cope.

just some random renders

Attached: helen026.png (2560x1440, 1.99M)

bf5 has rtx though and it runs at 140fps instead of 14 like another one was claiming.

so, cope.

Why is Remedy demonstrating raytracing with a flat plane surface? Are they just assuming that nobody knows how easy it is to optimize the tech for geometry that is that simple? Shouldn't they be showing complex curved surfaces of reflective round objects instead of flat windows? An effect identical to that raytracing scene can be achieved with a real-time reflection probe that creates an environment map for that surface because of the fact that it's a flat plane. All you need to do is optimize geometry culling so the probe draws the occluded geometry into the envmap correctly.

>picks a game with notoriously shit reflections to prove your point
Nice

here

Attached: battlefield rtx.jpg (3840x2160, 3.27M)

All that eyecandy and yet the game will be a boring slog because of the abysmal gameplay.
You can't just make a subpar movie in real time CGI and call it a videogame.

Minecraft raytraced is unironically one of the best way to demonstrate the benefits of raytracing.

youtube.com/watch?v=5jD0mELZPD8&t=7m53s

>An effect identical to that raytracing scene can be achieved with a real-time reflection
It won't be identical, or the same performance wise, considering RTX works on everything all the time, not just where you stick reflection probes.

yum

Name a bad Remedy game. Control will be good, it's all they know how to do.

Watch the video that's from, it's by Digital Foundry. One of the things they talk about is how well the light reflections on pipes look.

pretty good.

>shows one simple reflection without reversing camera angle to prove RTX's value
Get the fuck out of here.

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SSR and baked in shit like in Spiderman will always be inferior to raytracing, keep seething.

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Doesn't look any different than faked reflections.

Really nice. Brings a smile to my heart.

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>simple reflection
it's reflecting something that is BEHIND the camera. its not a simple reflection, dumbo.

it does, you're just dumb enough to not notice.

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>has rtx though and it runs at 140fps
doesn't mean shit, you mongoloid.
You can enable RTX and have not a single raytracing effect going on.
FPS depends where and how devs are using those raytracing effects.
So yes RTX is a fucking meme.

>cherry picks again
Incredible

>Name a bad Remedy game
Quantum Break

rtx off

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>minecraft using 80%~ of a 2080ti

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People should really watch that video, because it gives a very good idea of what features ray tracing allows, as well as an idea of how light bounces and interior lighting works

I'm not seething I'm just calling out your special ed-grade cherrypicking. Spiderman looks like shit. You know what also looks like shit? 10 fps.

You should give it a try. It's actually really fun, on par with Alan Wake honestly. If you want to skip the show parts, go ahead, but they do add to the story.

>says game runs at 10fps
>it actually runs at +100
>DOESNT MEAN SHIT HURRR

We have reflections before RTX. You would know this unless you were underage.

From what we've seen (and heard) regarding the gameplay, it's frantic and chaotic in combat. Also probably borderline masochistic.

Then again, Yea Forums never plays games, so telling you anything is moot.

no

Attached: quantum break3.webm (854x640, 2.77M)

It's a shitty movie game, like Alan Wake but with even less gameplay.

How much does that PC cost?

Cubemapping backed up by SSR.

The cubemap works on the static objects, while SSR fills in the dynamic ones.

fixed

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>its a movie game
no? it barely has any cutscenes

Nice cherrypicked picture nigger.

We have screen space implementations, which is basically reflections approximated based on what is displayed on screen. But the effect have obvious issues when there are plenty of objects missing from the reflection simply because it is not on screen or have obviously artifacts depending on the angle of view.

Older games either use mirrored model/room as a shortcut by basically creating a copy of various quality for the illusion.

>nvidia marketing thread
fuck off

>rigged benchmarks multiple times
>lost lawsuit for false advertisement
>caught slandering competition

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>It's actually really fun
For whom?

metro runs at 80fps in 1440p with rtx on ultra though. so.. nice cope

The problem is it doesn't works that good on AAA games.

People that like 3rd person shooters with cool mechanics?

Those are gateways to the otherworld. The veil is thinning in that universe. Naturally, only the attuned and the innately magical are able to perceive - and by transitive properties - convey (i.e. reflect) those gateways.

What is that supposed to prove?

still buying 5700 XT when AIBs come out
dumb RTX posters

metro was only using it for GI and AO though while control is using it for three graphical elements (contact shadows, reflections, GI)

>Older games either use mirrored model/room
-Which only works on flat surfaces. Before pixel shader based 3d you needed a specialized engine such as the Build engine to have those mirror spaces intersect with other spaces due to the non-euclidean nature of that bizarre engine.* This new realtime raytracing is supposed to work universally, too bad even the scene that OP posted fails to demonstrate that. But as someone else already said, there are other examples.

*yeah in Duke Nukem 3d you can walk through a space that leads to a room with a mirror where that mirrored space is in the corridor you just came from.

that the game is fun

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you forgot the most important part, the fps counter

so i'll still get +60fps nice

I find it hilarious how retards think that RTX has anything to do with ray tracing.
RTX is nothing but another marketing BS from Nvidia.
All raytracing needs is processing power. With RTX ON you basically put a heavier load on you GPU, hence the fps hit. All recent cards can do it at cost of fps, if programmed to.

gondola

Yeah, because reflections didn't exist before raytracing.

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50-70 depending on the map

thats just the same room rendered twice. not a reflection

probably not at 1440p but at 1080p based off of digital foundry's video unless you reduce the settings for each effect I presume.

This isn't a reflection it's another room with a player model mimicking your moves

Not a proper reflection at least ,just a trick , ray tracing goes way beyond that

that's not the fps counter

Why not compare a game that uses other ways to emulate reflections vs ray tracing instead of no reflection effects vs raytracing?

ill just turn the contact shadow effect off. shadows make the least difference in these games

It's still a reflection.

Attached: giphy.gif (480x200, 2.35M)

there are plenty ITT and they look like shit

The worst part about this game's basic gameplay design in my opinion is taht it has time manipulation with a depleting resource, yet it still also has health. Why? Why does a player who can control time have to be concerned about what happens as a result of bullets hitting the character? The game should just let you rewind away all hits so you can avoid them and then kill you instantly if you can't manage to do that with the time resource you have left.

It's sadly not even using the RT cores for that, so that would be why.

>The veil is thinning

Attached: the veil must be thin here.webm (960x540, 2.72M)

Except for all the gameplay we've already seen demonstrating that it's by far the most fast-paced and cutscene-less of the Remedy games thus far?

Why does nu/v/ insist on acting like it has any actual knowledge of videogames?

>rtx threads

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>I have watched a youtube and I know what reflections are, specially in the Build engine.
They have opened the gates right?. The average Yea Forums user is borderline retarded, but these guys are on another level.

This is some serious poor-fag cope

You mean the cherry picked games that are known for having shit reflections?
How about this one?
It's not a "real" reflection but it serves the purpose just fine. So it's irrelevant if it's a "real" reflection.

Time travel in QB is not only dangerous to health and sanity (the end-state for anyone afflicted with it is to become a nightmarish eldritch abomination), it's usage speeds up the end of all things.

MGS2 did this back in 2001. So what?

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>these are not real reflections
>these are not real people just polygons

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You can't be this naive...

>You mean the cherry picked games that are known for having shit reflections?
well why dont you post some that look good?
here, user thought it looks great but its just a baked in trash "reflection" that "reflects" stuff that isnt even there.

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This was a transparent floor with doubled character + environment upside-down. Still pretty cool though.

>but it serves the purpose just fine
maybe on a mirror
the OP image isnt a mirror. so it wouldnt serve the purpose just fine.

Well fuck. Isn't it nice when you write a story for your game and your story forces your gameplay to be worse than it could have been and then instead of fixing the story you sacrifice the gameplay? Did Sam learn nothing from Alan Wake?

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That's some wierd looking reload animation.
Not to mention the skyrim tier godrays and AO.
Completely subjective.

do not buy RTX 20/Super series
do not buy RX 5000 series
fucking beta testers
wait until RTX 30 / Navi 2
>cope seethe cringe poorfag
have sex dilate

Not him but look at the bottom left corner of the screen. This happens a lot with modern games.

>Completely subjective.
what are you talking about? the river is literally reflecting the hand of the character.

QB was more an experiment than anything else. It was made for the fun of it and more the story than the gameplay. Some people like this, and others don't. It's the same for Alan Wake.

Judging by what we've heard of Control though, it's taking the lessons they've learned from both games and not only making everything larger, but also makes the gameplay more fun in general.

I like how this is completely ignored

>Please justify my purchase anons
>I don't want to know that I spent a thousand dollars on technology that attempts to render decades old scenes but with significantly more processing power required

its actually pretty neat

because its a low res baked in reflection of only the character.

>my post is not getting enough (You)s, gimme attention!

Just like in real life. Have you ever been to a river? Your arm gets wierd and shit. Because those are not polygons, those are real people.

Nah he's just trying to justify his 1000$ purchase.

well that summarize the thread pretty well desu

Why wasn't this the first post which ended the thread?

Enjoy your shitty ghosting artifacts.

Attached: JUST WAIT for a 5x more powerful card to run your falsely advertised feature.png (1821x1022, 1.71M)

bad bait

Can't be too bad if you replied to it.

How many years into next gen should I wait before buying a new card?

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Get a card capable of ray tracing then? Stop being poor. Not everyone has a 5700xt or similar poor person card.

Because nobody is as much a dumbass as you? I thought that was obvious.

What's that white fog shit, I thought raytracing was supposed to reflect everything with no limits

Yours or someone else's? In case it's the latter, I'd like the name or link where to find more, and if the former, then simply provide more.

I noticed a weird kind of lag in all shadows in quake rtx. is that the same thing?.

Because it looked like shit.

Maximum ray calculation distance is a thing. They probably haven't adjusted that properly for that surface. And I'm betting there will be specifically adjusted optimizations like that for all raytraced assets in the game to keep the performance from shitting itself. Afterall, there would be no reason to have 100m traced rays if the reflective object is sitting in a tiny bathroom. The only engine with universal practically infinite ray distances in its raytracing is the Doom engine

because quantum break has a shitton of ghosting too. its a remedy problem

>w-why did you post a picture that backs up your point
>just don't look at it bro it's your fault for looking at the shitty reflection just close your eyes nigga

>real time ray tracing
BASED
>real time ray tracing on 2019 technology
UNBASED

imagine what a joke console raytracing is gonna be

Wow reflections.

/thread

>rendered at 320x240 and upscaled
keked hard

Watch dogs 3 is looking good

Attached: WD3.webm (1920x1080, 1.87M)

youtu.be/P6UKhR0T6cs

This entire video should be required viewing before you can open your uneducated mouth about ray tracing

Oh mighty chris-totem, I'm gonna find my Waifu today?

I just checked a video of the rtx version and noticed a significant lag. Like a quarter of a second lag at least. It seemed to be limited to dynamic light sources though and not the ones being projected from the sky and wall textures. Still, raytracing should be universal and a light source being dynamic should be no excuse for it to have any disadvantages over static lights. The end goal of raytracing is to have all graphics rendered based on how light reflects from material regardless of where that light is coming from.

Ahh, those crazy Brits and their fancy electrochromic window technology.

?
This is actually how raytracing is implemented in current games.
Stuff gets raytraced at lower rez and then upscaled with the help of algorisms.
No other way to run it in realtime atm.

thats console footage

Thing is I find these type of graphics use to be in terrible taste. It's like the uncanny valley of realism trying too hard to be hyper realistic. When you show off reflections or lighting like that all it does is agitate me and break immersion. A reflection that takes perfect positioning and environmental factors simply exist everywhere. Everything is so artificially clean. It's like taking the parts of the game I would not care about and making them pop out against everything else. It just makes my brain say this looks like shit and it's so artificial it's nauseating.

Explain this one then geniuses.

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>algorisms
kek

>RTX = Raytracing
>RTX = meme
>Therefore Raytracing is meme
What did you mean by this?

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wake me up when games will not run like shit on pc
for now i will iust play old titles and on machine i bought year ago

Mirrors and reflective surfaces were a common thing in video games 20 years ago.
Pursuing photorealism is totally useless anyways, games will never look 100% real - or even if they will one day, as soon as we achieve photorealism it will become totally uninteresting.

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>real time tracers incels think they keep up with baked chad

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>hair physics are good
>this means TressFX is good
That isn't how logic works, user.

RTX right now is a gimmick, an expensive one at that.

>a common thing
That's laughable.
Just because you noticed one reflection in an olde game, doesn't make it "common"

Making reflection nowadays is as easy as in older times, and it's even the same performance-wise, you need to render the scene twice, the reflection can be even costlier, it's just up to the devs to implement it.

too bad baked reflections look like shit

and its still not raytracing

wheres the ambient occlusion

because rtx is a meme

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RTX is NVIDIA's attempt to do real time ray-tracing via traditional cores as well as specialized cores on their GPU die in an effort to accelerate the tracing of the rays. This technically works but it's not nearly enough to combat the performance hit by enabling it in the supported games. So, buying an NVIDIA GPU strictly for RTX is a meme. The technology isn't a meme.

>Can you guess if this is raytracing or ssr?
Parallax corrected cube maps with screen space reflection layered on top
Where is my reward?

you can get mirroring without that rtx shit.

Not him but you do know that Ambient Occlusion is a shader effect that is meant to poorly simulate a small part of global illumination by the darkening places that light doesn't reach well.
The problem is that ambient occlusion effect is typically generated without considering most light interactions, thus it can't account for light bounces and amount of light in a room. Thus ambient occlusion only look natural in overcast weather, but even then it is still not very accurate.

Its just denoising and temporal AA problem.
Unless you want to glue together 4 cards together to render at 2x higher resolution and downsample, small ghosting is a good middle ground between jaggy shit and smooth corners.
Ghosting will end when someone finally makes a reliable pixel displacement solution for temporal correction, for now all are too demanding and the tech is new enough for no unified solution yet.

>doesnt even look like a reflection because its literally just another room
non rtx "reflections" are a meme

and ambient occlusion is still better than objects looking like theyre floating

>looks exactly like a reflection
>this looks nothing like a reflection!
uhhh

The point is you are too used to typical ambient occlusions having obvious halos, to the point where you think that's how it was supposed to look.

It doesn't have to be realistic to look good.

with a 2080ti and dlss

Max Payne 2 doesn't use fake room reflections. It uses actual dual rendering of reflected scenes. The engine checks the perspective of the player's camera and the mirror surface draws an inversed geometry scene that is projected into the mirror object based on that perspective. You can see that the resolution of that render texture there is much lower than the resolution of the game. If it was a double room fake reflection the resolution would be identical.

imagine trying to sound smart when you're wrong, not having AO looks like shit in any shadowed environment

It serves the exact same purpose without being as resource intensive.

Except the Mirror's Edge screenshot does have the effect that Ambient Occlusion was meant to simulate. All you demonstrated is that you don't know anything about global illumination or what ambient occlusion was trying to do.

>dude reflections are good enough already rtx is a meme!!

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>and dlss
with dlss it runs at +100

>18 year old game
name one game from this gen that does this

except it doesn't, the stairs all look like shit

Resident Evil 2 Remake. I don't have any webms right now but it does have real time full scene reflections. The graphics are per-room optimized so they were able to make all true mirror surfaces have more than just screen space shit.

Yes, same thing.
Same thing happens in Minecraft RTX.

The 2080Ti is NOT POWERFUL ENOUGH so the rays have to be built up over multiple frames, which causes ghosting of changes in lighting, reflects, etc as rays cast 8 frames ago can be on a completely different object than what is there now as the camera is moved, things move, light changes, etc.

Yep, it looks like shit. It only looks good in cherry picked screenshots, but garbage in motion.

wrong
wrong
Even more wrong. Thinking it has to do with TAA because the word "temporal" is also used shows what an absolute, complete fucking moron you are. Just wow. Never post again, you tech illiterate moron.

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Mirror's Edge literally used baked lighting.

The stairs aren't all dark because of light bounces, which ambient occlusion doesn't even account for.

Even ENB SSAO_SSIL acknowledges light bounces with indirect lighting effect

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only in one/two rooms full of mirrors and its super low res. everything else is ssr shit

show me a window being reflected like this in this game, not a mirror

>Mirror's Edge literally used baked lighting.
yeah, low quality baked lighting which isn't accurate enough to eliminate the need for AO
lmao at citing ENB

There's a much more impressive example in the level where you blow up the universal constructor. There's a hallway with a robot patrolling it, and there's a small round mirror in the upper corner of a bend in the hallway reflecting it at an awkward angle.

Again you don't know anything about how lighting work.

slideshare.net/DICEStudio/henrikgdc09-compat

You should really research global illuminations

imagine thinking you do because you read some PDF from DICE and played with ENB lol

gonna need some sauce

That's how it works in Max Payne 2 as well except that the lighting and material shading of that game is orders of magnitude less complex than RE2R. Well, not exactly. Everything that isn't a full scene reflection in MP2 is a fake duplicate room reflection because there's so much less shit to reflect that it's possible. A modern game like RE2R has ridiculous amounts of all sorts of particle effects and screen space post processing constantly going on and you can't mirror that with tricks. You have to use shitty SSR.

RAYTRACING IS A MEME LOOK AT THESE AMAZING REFLECTIONS!! SSR IS GREAT!

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>Metro Exodus uses GI
>still uses AO
Go tell 4A devs to research GI

That's a minimum resolution environment cubemap, not SSR. In other words it's worse. It's Watch_Dogs tier shit.

All you've demonstrated is that you have no idea what role ambient occlusion is suppose to serve.

show me the windows. those are just duplicate rooms

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> This happens a lot with modern games.

No it doesn't. It's trivially solvable by rendering the POV weapons to a separate buffer and then blending it on top of the main buffer.

>Raytracing
Tell me when it gets added into Sleeping Dogs.

-me
boggles my mind why they didn't push for better physics instead of light reflections.

youtu.be/UrvmTCl80sw?t=744

Even Duke Nukem Forever had ray tracking for these mad reflections.

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>why they didn't push for better physics
they tried that already

I see Nvidia is working overtime tonight

Ambient Occlusion is part of the simulation for Global Illumination. Many modern games use multiple shaders to try to emulate the various parts of Global Illumination, with one of the main reason being reducing performance cost.
The developers for Metro Exodus used RTX for implementing discrete parts of global illuminations (with one of them being raytraced global illumination so no longer tied to screen space and real time [to account for scene light changes]) for performance reason, and even then they limited mostly to one bounce.

>ray tracking

Typo
>with one of them being raytraced global illumination
*raytraced ambient occlusion

but user

is the game good?

youtube.com/watch?v=kGxqiw8UWns
>still shilling for rtx

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Why are you so butthurt?

>nvidia raytracing bad!
>amd raytracing good!

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It works on every card including non rtx nvidia cards you dumdum

>It works on every card
when?

WITH THE POWER OF RAYTRACING YOU CAN
>Play mediocre games like Shadow of the Tomb Raider, Metro Exodus and Battlefield V with shinier graphics
>Cut your game performance in half so it's fucking useless in multiplayer
>Pay way too much money for overpriced cards
>MAKE FUCKING QUAKE 2 RUN AT SUB 60FPS ON A 2019 COMPUTER
No thanks

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also: doom eternal, wolfenstein, control, cyberpunk, modern warfare, dying light 2, watch dogs 3, atomic heart, vampire the masquerade 2

pretty much every big upcoming game uses rtx

>wolfenstein
>control
>modern warfare
>watch dogs 3
>vampire the masquerade 2
Wow even more mediocre games with shiny graphics

How do you think reflections work in real life?

Those are not mirrors, those are reflections. And no we didn't had planar reflections with that quality and without insane resource costs. Some time after ps2 era and with the advent of more open worlds and less loading times/screens rendering scenes 2 times to give the impression of mirrors was not viable anymore mostly because limitations of hardware that barely could run games at 30 fps. So no you didint had mirrors for years now, you had clever devs that weren't the lazy shitheads we have noways, and Pathtracing is fucking insane because its actual accurate light simulation and not only "mirror" since ambient occlusion, indirect/soft shadows are affected by it.

>WHOA DEWD! REFLECTIONS, DEWD! A FUCKING GAME CHANGER!!!! WHAT WILL THEY THINK OF NEXT?!

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Raytracing is a meme until it doesn't kill performance. Why the fuck would I ever sacrifice 1440p+144fps for some fancy lighting or reflections that effect gameplay in no way?

How is the Nicosa sign reflecting when it is blocked off.
This is why Raytradcing is needed

since you love to spam this image all the time

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>1080ti obsolete

What

I haven't been keeping up with video cards lately but surely a 1080ti can still run new releases on ultra?

gtx fag spotted

stay on your low settings mate, ima enjoy 144hz 1440p and whenever i feel like 60 fps ima crank that ray tracing motherfucker a whole the way up

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We've come to a time when people are fanboying over graphic settings
You are a bunch of sad people. Seek help before you die alone

You should know by now that graphixfags don't actually play games.

it's a meme because it allows devs to be lazy at the cost of my hardware

These graphic settings require cards that cost more than consoles so it makes sense

Buy the cards now, goy- er, guys! You don't want to feel left out do you?

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fpbp

ati cards could do raytracing back in 2005 via opengl

>Deus Ex had working mirrors in fucking 2001
>"No yu guys it's too hard to make mirrors srsly!!! =(
>20 years later
>"DUDE MIRRORS BASTED NVIDIA BRINGING MIRRORS TO GAMES!"

fuck all of you

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if i were upgrading from consoles to now i would still be tempted to buy a 1080 over any 20 series because we know from experience now that 1080 can last a long time, and that the 20 series of GPUs have at least a greater initial failure rate than the 1080s did

>yOu CaN oNlY hAvE mIrRoRs WiTh RtX!!!

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lmao should we tell this idiot?

>mUh GaYtRaCiNg!!!

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Try reflections on complex surfaces like moving water

>oF cOuRsE i SpEnT mUh WaGiE bUxS oN a ShItTy GpU!!!!

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1 looks comfier

>You can only do it with raytracing!

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>Da FuTuRe!!!! NoBoDy DiD rEfLeCtIoNs BeFoRe!!!

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technically its just another room with a world model that mimics everything you do thats behind a piece of glass. its easier to just do this instead of actual reflections.

really shows how much you know if you think raytracing/RTX is only an in-game mirror reflection thing.

Yes its alot more than mirrors, but for the price of the hardware needed its an extremely negligible increase. Right now its only being used as a cheap cop out for devs who don't want to bother with the attention to detail of adding things.

i'm still waiting for a good ambient occlusion solution.

That actually looks annoying as fuck, gameplay wise. It looks much more playable without the retarded reflection. All that does is make the screen look like a mess.

That's how new tech works. They hamfist it into everything due to it's 'buzzword' and 'meme' status and never stop to think "Do I really need it?" ... then you get shots like OP which would probably make your head hurt and ruin any sense of fluidity in the gameplay because the reflections are way too strong and steal focus from the action.

Long story short: It's only going to get worse.

What game?

Modern Hitman game already have glass window reflection in the opening level without raytracing by using tricks.

Watch the digital foundry video

>only on a couple of windows, rest are shitty cubemaps

What do you consider a good game user?

Wrong. It will actually vastly decrease development time as artists and level designers don't need to waste time adding thousands of light sources just to make a scene look realistic. Just slap some ray tracing on to it, adjust a few variables and you're good to go.

>wasting money on high end grafix
>not buying a cheap laptop and running everything on low settings
>not modding games to run lower settings than possible with vanilla
muh mirrors

Yeh, give it time you impatient zoomer. Did you know that developing new technologies takes time? Crazy, huh!

-me.

Looks like ass, I'm so sick of these photorealistic uncanny valley ass visuals.

>RTX off
>120fps
>RTX on
>24fps but with the visuals we had access to decades ago

Me too. Maybe on next 2 gpu generations we got this problem solved.

Watch the DF video. In that game the framerate is actually steadier with RTX on, dipping below 60 with it off.

>beautiful and stunning graphics
>shit plot and sjw agenda

Why bother with modern games anymore?

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isn't this image actually a virus? why would you save it?

That looks really nice. I'm glad to see a graphics advancement of that quality.

that's a lot of milk

Hitman 2 has reflections like this at a fraction of the performance cost, what the fuck do we need rtx for

fuck off twitter zoomer

Flew in from twitter, did you?
You do realize that the mirrors you posted are all within controlled interior environments. Ray Tracing allows for real time reflections in any place, or variable surface qualities.

RTX me this

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I prefer this style of reflection over any of the garbage we get these days.