Raevenlord
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At NVIDIA's event at Koln, Germany, NVIDIA's Mark Smith took the lid of some of NVIDIA's game developing partners that are working on breinging RTX's improvements to gamers' systems. The presentation started with Christian Holmquist and Jonas Gammelholm, both with DICE, going through the graphical improvements enabled on Battlefield V through the usage of RTX.
Reflections of tank's muzzle flashes in character's eyes, reflected flames and smoke in water bodies, perfect ray tracing on reflective surfaces even with off-screen sources of lighting, static cube maps are replaced with actual transparent, reflective surfaces... And these effects are relevant even in gameplay; these aren't some screenshot-only, squinting-effort effects. You can immerse yourself in them even in the fast-paced combat of Battlefield V.
Remedy's Control was also showcased with its RTX implementation, starting with the E3 trailer we've seen as a showcase of the game running without any kind of ray tracing tech being added to it. Remedy showcased the differences in actual environment reading in a given scene, with cube maps and non-reflective surfaces determining the absence of any notion of the environment. The second example dealt with Shadow Maps and ambient occlusion, and while the difference was much more subtle, it's there. Finally, Remedy finished their presentation with a fully working RTX version of Control's trailer.
View at TechPowerUp Main Site
Reflections of tank's muzzle flashes in character's eyes, reflected flames and smoke in water bodies, perfect ray tracing on reflective surfaces even with off-screen sources of lighting, static cube maps are replaced with actual transparent, reflective surfaces... And these effects are relevant even in gameplay; these aren't some screenshot-only, squinting-effort effects. You can immerse yourself in them even in the fast-paced combat of Battlefield V.
Remedy's Control was also showcased with its RTX implementation, starting with the E3 trailer we've seen as a showcase of the game running without any kind of ray tracing tech being added to it. Remedy showcased the differences in actual environment reading in a given scene, with cube maps and non-reflective surfaces determining the absence of any notion of the environment. The second example dealt with Shadow Maps and ambient occlusion, and while the difference was much more subtle, it's there. Finally, Remedy finished their presentation with a fully working RTX version of Control's trailer.
View at TechPowerUp Main Site