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System Name | Tiny the White Yeti |
---|---|
Processor | 7800X3D |
Motherboard | MSI MAG Mortar b650m wifi |
Cooling | CPU: Thermalright Peerless Assassin / Case: Phanteks T30-120 x3 |
Memory | 32GB Corsair Vengeance 30CL6000 |
Video Card(s) | ASRock RX7900XT Phantom Gaming |
Storage | Lexar NM790 4TB + Samsung 850 EVO 1TB + Samsung 980 1TB + Crucial BX100 250GB |
Display(s) | Gigabyte G34QWC (3440x1440) |
Case | Lian Li A3 mATX White |
Audio Device(s) | Harman Kardon AVR137 + 2.1 |
Power Supply | EVGA Supernova G2 750W |
Mouse | Steelseries Aerox 5 |
Keyboard | Lenovo Thinkpad Trackpoint II |
VR HMD | HD 420 - Green Edition ;) |
Software | W11 IoT Enterprise LTSC |
Benchmark Scores | Over 9000 |
This situation is not your free will. Nvidia and others decided to justify their attentions to get more money from people with present unreal needs. Games with predefined effects is more than enough beauty when their creators are also and good artists.
I even think of defining the imposition of real-time calculated effects, such as violence on consumers' personal budgets. Because once when Nvidia and others have decided that all models are RTX(or DXR whatever choose different name) they do not leave people the right to choose. Yes today we have option to disable it when play games...But we pay for it with the increased price of the hardware without anyone asking if we want to own it.
Well.... history for computer graphics has a few examples of completely failed technological advancements that initially lots of people were all crazy about.
3DFX.
PhysX
VR - its been launched and then re-launched how many times now? Still not really sticking to anything more than niche.
...
And what about API adoption? Some of them were either dragged out to infinity (DirectX 9.0 (c) and DX11) while others were barely used and still are only just gaining ground like DX12 and 10. Or Vulkan.
There is a whole industry behind this with varying demands and investments, and developers have so much to choose from, its really not as simple as you might think. Budget is limited, and every feature costs money and dev time. Time to market is usually what kills projects. The whole premise of RT was that developers would be able to do less work on a scene, having calculations done for them, etc. But realistically, you still have to design scenes and you're just adding another layer of effects to it that have to be implemented in the whole process.
Another potential hurdle for RT is the state of the world right now. This was supposed to be Ampere's glory moment, RT's 'getting big' generation. What do we have? GPUs that are priced out of the market or simply not there at all, Consoles that launch with new hardware but no games to show it off, and similar availability issues, and a global pandemic keeping us home with lots of time to not enjoy it. The stars for RT are definitely not aligned and this whole situation will probably set it back a few years, if not more. After all, what are devs going to target now? New gen hardware? Or the stuff everybody already has? If you want sales, the last thing you want is to have half your consumer base feel like 'have-nots'.