• rtxn@lemmy.world
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    3 days ago

    Yes, I’m sure every player spends the majority of their game time admiring the realistic material properties of Spider-Man’s suit. So far I’ve never seen a game that was made better by forcing RT into it. A little prettier if you really focus on the details where it works, but overall it’s a costly (in terms of power, computation, and price) gimmick.

    • itslilith@lemmy.blahaj.zone
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      3 days ago

      The one benefit I see is that it simplifies lighting for the developer by a whole lot.

      Which isn’t a benefit at all, because as of now, they basically have to have a non-raytrace version so 90% of players can play the game

      But in a decade, maybe, raytracing will make sense as the default

      • WhiteBurrito@lemmy.world
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        3 days ago

        I’ve always said that, because the baseline GPUs are the RTX 3060 and the RX 6700 (consoles equivalent)… And those GPUs aren’t doing amazing RT so, what’s the point in pushing it so hard NOW for the 1% of users with a 4090 or whatever?

    • murvel@feddit.nu
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      3 days ago

      RT also makes level-design simpler for the development team as they can design levels by what-you-see-is-what-you-get method rather than having to bake the light sources.

      • rtxn@lemmy.world
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        3 days ago

        Development and design can use RT all day long, that’s not the issue. They have the benefit of not having to run ray tracing in real time on consumer hardware. At the end of the day, unless they want to offload all of that computation load onto the customer forever (and I really mean all RT all the time), they’ll eventually have to bake most or all of that information into a format that a rasterizer can use.