So I said I'd post two path-traced screenshots - This is raytracing in motion vs a static scene. I took a screenshot during a camera move that represents actual gameplay and then after pasting the image into PhotoShop I took a second screenshot without movement as close to the output of the first screenshot as possible.
In-motion screenshot as I turn to to face the street on the stairs to V's Megacomplex apartment:
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This screenhot is 100% authentic gameplay and highlights the shortcomings of both DLSS and raytracing with it's jaggies and godawful splotchy lighting. There's obvious visible crawl of any and all lighting in the scene and you can repeat this experiment yourself by simply enabling overdrive and hitting PrintcSreen in typical gameplay motion. The uneven shadow/lighting mess in the screenshot above isn't static, it crawls like a tentacle-endowed Lovecraftian horror so an animated .gif of this in slow-mo would look orders of magnitude worse!
What an RT Overdrive screenshot looks like if you give it a second or so (40-50 frames of temporal data):
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This is what RT frames
should look like, but this is the temporal average of several hundred frames and doesn't represent
real gameplay! In other words, it's a hoax. The lighting is a total mess in motion and it looks like ass - nothing like this second static screenshot. Yes, I said 'ass' because I lack the vocabulary to better describe this splotchy, irregular mess, but if the 4070 isn't
remotely close to a reasonable RT lighting output, I'm going to guess that the 4090 is only half as bad, and "semi-ass" is no compliment for $2000 of cutting-edge hardware that's beyond the reach of 99% of all gamers.
Meanwhile, here is what "raster" looks like (in motion) to compare against the first screenshot in this post:
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This "fake" lighting will run at 160+ FPS without framegen-lag on my 4070. Youtube proves that you can get decent, true 60+fps results from entry-level GPUs costing $200, which is a miles better experience than the approximately 30fps input lag of framegen with path-tracing on far more expensive hardware on my $600 4070. Sure, the lighting is
different, but it isn't anywhere near as bad as the RTX splotchy, blurry, mess. Anyone with half-decent hardware can make their own decision but I'm not personally keen on the inaccurate, Lovecraftian nightmare of RTX realtime* lighting. It's low quality, inconsistent garbage that requires you to spend quadruple on hardware for the low-quality result.
Realistically, human vision isn't a 1:1 translation of screenshots, but you need to be practically blind to miss the artifacts and problems with realtime RT. We're so far off the 'realtime' RT reality that Nvidia aspire to that I don't ever think we'll get there. Game developers increase scene complexity to match GPU capabilities. Unless a GPU magically appears with 20x more horsepower than the current expectations, the in-game scenes will always be too complex to render on any given GPU of the same generation.
* - intentional obvious sarcasm.
Let us not forget that this example I'm using is the definitive Nvidia-sponsored, Nvidia-funded, total RTX experience in its best possible light. No other game comes close to this level of DLSS and raytracing development effort.