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- Feb 20, 2022
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System Name | Custom Watercooled |
---|---|
Processor | 10900k 5.1GHz SSE 5.0GHz AVX |
Motherboard | Asus Maximus XIII hero z590 |
Cooling | XSPC Raystorm Pro, XSPC D5 Vario, EK Water Blocks EK-CoolStream XE 360 (Triple Fan) Radiator |
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Video Card(s) | KFA2 GeForce RTX 3080 Ti SG 1-Click OC 12GB LHR GDDR6X PCI-Express Graphics Card |
Storage | WD Blue SN550 1TB NVME M.2 2280 PCIe Gen3 Solid State Drive (WDS100T2B0C) |
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Case | Full Tower Case |
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Keyboard | Logitech Y-BP62a |
Software | Windows 11 Pro |
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In raster games to avoid very dark areas(no bounce lighting) the level designer has to create extra light sources. They have to work hard and take their time to get decent looking lighting. With Ray Tracing, once you place the light source the game engine does all that time consuming work for you, it models the light and creates the bounce lighting for you. Thus it takes less time for a level designer to create the lighting effects with ray tracing.That is jumping to another platform again, hilariously, now hardware RT is faster eh?
RT needs multiple steps and ray intersection is just one of them. Creating the object structure to check for intersections, changing it when scene is changing, doing all other steps (denoising is one of them) comes on top. (basically ALL of that, bar the actual intersection tests, is good old shader code)
It has inherent issues of being unstable in terms of how many rays you need to get palatable results.
And, hey, wait a sec, all that ONLY ON SOME GPUs that support hardware DXR. Which means doing RT that way today is GUARANTEED to be more effort. And, look at Cyberpunk, for what? Just for fun for devs to learn something new, I guess, in case "in the future" RT of that kind will become a thing.
The down side of ray tracing is it takes more processing but you get a more realistic lighting model in the game engine. Raster is faster because its very simplistic and unnatural lighting system. Raster takes alot of work to make it look natural. Ray Tracing (which imcludes path tracing) are methods to model how real world light interacts with objects. Many of the features of path tracing for example are not possible in other methods of lighting.
Example at 1:25:17
Look at the graphics in the original Metro Exodus using raster lighting. Then compare to Metro Exodus Enhance Edition which uses a full Ray Tracing method for lighting. The difference is massive, image quality is massively improved.
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