Neoptolemus85 t1_izym4g4 wrote
Reply to comment by makedesign in AMD Radeon RX 7900 XT / XTX review: 4K performance for less | AMD’s top RDNA 3 GPU manages to beat the RTX 4080 in many games at a $200 lower price. But ray-tracing performance is far behind Nvidia. by chrisdh79
Ray tracing is used to give physically-accurate real-time lighting and reflections by simulating the bouncing of light through an environment. Without ray tracing, games have to fake things like sunlight illuminating a room through a window, or mirrors, puddles and other reflective surfaces.
The thing is, games have become really good at faking those things, so for a lot of people the difference is only noticeable when viewing side-by-side comparisons, and not really when actually playing in-game.
Ray tracing could be much more than just better lighting and reflections, but it's still a niche capability for enthusiasts with high-end gear. We won't really see the full potential of ray tracing until it becomes standard for the majority of gamers which is years away.
BIGSTANKDICKDADDY t1_izzeqhm wrote
>The thing is, games have become really good at faking those things, so for a lot of people the difference is only noticeable when viewing side-by-side comparisons, and not really when actually playing in-game.
In some side by side comparisons you may not notice any difference or even an advantage to the "non-RT" image. Offline baking allows us to perform extremely high quality path traced lighting and shadowing, taking hours and hours to illuminate a scene, then store that result on disk and load it back in when the game is played. The downside is that all of the geometry we use to perform those calculations must remain static! Because you aren't able to perform those calculations at runtime you can't allow the player to modify the scene and break the lighting/shadowing you baked into it. Modern processors have made complex physical interaction very achievable but utilizing offline lighting techniques means you can't make wide-scale use of them for interactivity.
Real-time ray tracing is a massive boon, not just to visual fidelity, but to interactivity in game environments going forward. It also alleviate a lot of manual effort we spend faking the lighting in environments to look as if we did have RT available. It will be interesting when we see the first game that doesn't offer a "non-RT" version because it was built from the ground up using RT and didn't incorporate any older workflows and techniques.
HugeHans t1_j01ma66 wrote
I think ray tracing is fantastic but I also think that realistic doesnt always mean better in this context. Like if I was trying to sell my home and took pictures for the ad with a really good camera the pictures would be very realistic but someone could make my home look much better in photoshop by tweaking the colors and contrast. One is realistic, one is what people like.
BIGSTANKDICKDADDY t1_j01nrnh wrote
Ray tracing isn't necessarily about creating "realistic" scenes. It's about creating a realistic model for the behavior of light. It doesn't preclude color grading or any other stylistic flair you want to inject into a final render. Fortnite is a cartoony game that looks pretty great with raytracing. Epic's Matrix demo adopts the same "cold blue" aesthetic from the films. Disney/Pixar use path tracing in their 3D works but nobody would say "Up" or "Frozen" look "realistic", you know?
werfenaway t1_izzqiww wrote
Ray tracing saves game development time by sparing developers having to do all the tricks to get it looking comparably good.
alc4pwned t1_j02eady wrote
Idk, Cyberpunk with raytracing on vs off is a big difference.
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