I have bad news for you, RIP.If the PS6 does not have enough horsepower to run native path tracing for every game I will kill myself
If the PS6 does not have enough horsepower to run native path tracing for every game I will kill myself
I disagree. The standard non-RT mode lighting system looks like shit. Even RT high looks bad.Do you agree, GAF?
From software just DMed me this:If the PS6 does not have enough horsepower to run native path tracing for every game I will kill myself
If the PS6 does not have enough horsepower to run native path tracing for every game I will kill myself
If the PS6 does not have enough horsepower to run native path tracing for every game I will kill myself
Path tracing does look beautiful, however, in MOST PLACES it doesn't completely transform the game for me. It's nice to have that little bit of extra detail, but not at the performance cost of path tracing.
Also... correct me if I'm wrong, but couldn't they bake all the path traced lighting into the environment if it's completely static? Obviously stuff like those breakable boxes will stick out, but everything else would look pretty dang nice.
It's too bad they can't bake the lighting as the game loads. I wonder how long that would take.In theory they could but that would mean having completely static lighting (and it would take time).
It's too bad they can't bake the lighting as the game loads. I wonder how long that would take.
What do you mean as the game loads? The lighting is already baked and stored into lightmaps that are in the game files. The tradeoff is that they're static and can take up a lot of storage quickly, but for a game with smaller constrained environment like RE, this is preferable. If it were a huge open world with dynamic time of day and seasons like AC Shadows, then yeah, painstakingly baking the lights would take ages and occupy up a ton of space.It's too bad they can't bake the lighting as the game loads. I wonder how long that would take.
You mean like what they did with AC:Unity?What do you mean as the game loads? The lighting is already baked and stored into lightmaps that are in the game files. The tradeoff is that they're static and can take up a lot of storage quickly, but for a game with smaller constrained environment like RE, this is preferable. If it were a huge open world with dynamic time of day and seasons like AC Shadows, then yeah, painstakingly baking the lights would take ages and take up a ton of space.
Well, Cerny mentioned and talked about Path Tracing directly in more than one occasion. So, there is a chance.If the PS6 does not have enough horsepower to run native path tracing for every game I will kill myself
I actually disagree. I think Nvidia was quite a bit directly responsible for what we see in Requiem.This is a classic case of downgrading traditional techniques to prop up RT and expensive-ass hardware. Even high RT looks bad and don't even get me started on these mirrors lmao. PT looks good, but there's no excuse for raster to look this bad, especially in a horror game when they're all about the mood, lighting, and shadows. People who are also even passively familiar with me know I'm not the type to go all hyperbolic with "old games looked better, what happened" bullshit, but this is just bad.
Yes, which is one reason this game has better lighting than every subsequent game up until Shadows. Unity has no dynamic time of day and only a few instances that change depending on where you are in the game, so it's very predictable. The others have much larger maps and fully dynamic time of day. From a gameplay perspective, it's good, but from a visual one, it's a step back.You mean like what they did with AC:Unity?
If the PS6 does not have enough horsepower to run native path tracing for every game I will kill myself
Oh there actually is a really good excuse. Making raster look good is hard. It costs a lot of time and thus money, so why bother if everyone will be salivating over the high end solution anyway which also happens to be very comfortable WYSIWYG during development.but there's no excuse for raster to look this bad, especially in a horror game when they're all about the mood, lighting, and shadows.
LOL. Some of those modern pics look like something from a decade ago. Even Ryse looks better than some of those pics.I disagree. The standard non-RT mode lighting system looks like shit. Even RT high looks bad.
I'm sorry, but when did Capcom forget how to do volumetric lighting? What the fuck is this on the Pro (and probably on any non-PT PC)?
I know PT looks good. My point is that even RT at times looks really bad. For instance, the screenshot I posted has literally missing volumetric lighting. What's up with that?But yes, in gameplay Path Tracing is just sublime. Like, stuff from the future. It can be subtle, but if you know where to look it's just worth every penny.
I know PT looks good. My point is that even RT at times looks really bad. For instance, the screenshot I posted has literally missing volumetric lighting. What's up with that?
But that's what I'm saying. The self shadows in RT High look similar to what we had back in 2013. I'm not saying they look amazing in the old games, I'm saying they should look A LOT better in the game with RT that came out 12-13 years later.I don't agree with you about self shadows in faces in older games, most of the time they looked like crap thanks to low resolution of shadow maps. But good shadows should be available with standard RT of course.
Companies don't want to spend time properly baking lighting anymore. It's clear to me that the non-pt lighting in RE 9 could have been better if they wanted to take the time to do it.I disagree. The standard non-RT mode lighting system looks like shit. Even RT high looks bad.
I'm sorry, but when did Capcom forget how to do volumetric lighting? What the fuck is this on the Pro (and probably on any non-PT PC)?
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This is Metro Redux from 2014.
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And they can't do proper self shadows with a PS5 when Ryse on Xbox One could do this?
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Whereas on a high-end PC running high RT, we get this abomination.
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Non-PT GI that looks like shit.
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Again, Metro Redux from 12 years ago.
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This is a classic case of downgrading traditional techniques to prop up RT and expensive-ass hardware. Even high RT looks bad and don't even get me started on these mirrors lmao. PT looks good, but there's no excuse for raster to look this bad, especially in a horror game when they're all about the mood, lighting, and shadows. People who are also even passively familiar with me know I'm not the type to go all hyperbolic with "old games looked better, what happened" bullshit, but this is just bad.
If the PS6 does not have enough horsepower to run native path tracing for every game I will kill myself
If the PS6 does not have enough horsepower to run native path tracing for every game I will kill myself
Ah yes, my bad. I forgot about the part of Resident Evil Requiem that had a dynamic time of day.Yes, which is one reason this game has better lighting than every subsequent game up until Shadows. Unity has no dynamic time of day and only a few instances that change depending on where you are in the game, so it's very predictable. The others have much larger maps and fully dynamic time of day. From a gameplay perspective, it's good, but from a visual one, it's a step back.
I still don't understand the difference between Ray and Path Tracing and why Ray Tracing couldn't have the same results. Aren't those missing shadows in other games covered by Ray Tracing? Why does RE9 need the Path variant?
For so many years i was told Ray Tracing can reach this level of realism and everyone was struggling to use it because of performance penalties and now all of a sudden it got unceremoniously obsolete by an even more demanding method?
Honestly, I believe those parts in the RPD could be "extras" made in collaboration with Nvidia, that simply weren't considered for the main game. I say this because there's actual spots like that in the RPD in the regular game as well, just not in those particular places.I know PT looks good. My point is that even RT at times looks really bad. For instance, the screenshot I posted has literally missing volumetric lighting. What's up with that?
Biggest wtf moment is that mirror reflections are non existent with no path or ray tracing. Even on ray tracing it isn't great. Why are they incapable of doing mirror reflections without this. Seems incredibly lazy.There are definitely certain things missing outside of PT that have no right to be missing. The RPD is the worst offender I found where there are these lights and shadows coming through the ceiling that are NOT from path tracing but just projector lights. Aka rasterized imposters the kinds you'd get over 20 years ago in Unreal Engine 2 titles. There's no reason for those to be missing from RT on or off.
That first Metro screen looks horrific. Is a hike going off behind the guy in the doorway? Why is everything so bright?I disagree. The standard non-RT mode lighting system looks like shit. Even RT high looks bad.
I'm sorry, but when did Capcom forget how to do volumetric lighting? What the fuck is this on the Pro (and probably on any non-PT PC)?
![]()
This is Metro Redux from 2014.
![]()
And they can't do proper self shadows with a PS5 when Ryse on Xbox One could do this?
![]()
![]()
Whereas on a high-end PC running high RT, we get this abomination.
![]()
Non-PT GI that looks like shit.
![]()
Again, Metro Redux from 12 years ago.
![]()
This is a classic case of downgrading traditional techniques to prop up RT and expensive-ass hardware. Even high RT looks bad and don't even get me started on these mirrors lmao. PT looks good, but there's no excuse for raster to look this bad, especially in a horror game when they're all about the mood, lighting, and shadows. People who are also even passively familiar with me know I'm not the type to go all hyperbolic with "old games looked better, what happened" bullshit, but this is just bad.
Planar reflection is a computationally expensive "hack" and very sparingly used in most games. Given how much they are pushing base consoles already (to the extent that they couldn't include any RT whatsoever) may be they just didn't have the headroom anymore. Unless looking at the mirror has some narrative or gameplay purpose, it's a trade off that devs have been making for ages. It seems jarring now only because RT and PT are getting it almost for free from a dev standpoint. Otherwise, when we see a broken or unreflective mirror in any game, we would shrug and walk right past it.Biggest wtf moment is that mirror reflections are non existent with no path or ray tracing. Even on ray tracing it isn't great. Why are they incapable of doing mirror reflections without this. Seems incredibly lazy.
Biggest wtf moment is that mirror reflections are non existent with no path or ray tracing. Even on ray tracing it isn't great. Why are they incapable of doing mirror reflections without this. Seems incredibly lazy.
If the PS6 does not have enough horsepower to run native path tracing for every game I will kill myself
I'm surprised they didn't just have the mirror broken after seeing what it looks like and saying fk it.On the Pro Grace looks like a smeared watercolor portrait lol
path tracing = multi bounce
ray tracing = single bounce
It's like how, many years ago, the MAME developers decided to break a lot of working games because they were using tricks or shortcuts rather than accurate emulation.We had good looking self shadows in games for decades now. But somehow, nowadays not even Ray Tracing can't do that and you need Path Tracing?
Yeah that's bullshit. It's the same thing with mirrors. Games had working mirrors since what, 1996? Even the original Duke Nukem 3D had working mirrors. Were they fake? Sure but the result was convincing. Silent Hill Shattered Memories on the freaking Wii had some of the best looking mirrors in any game. And in that game, even the snowflake particles were casting shadows. On the Wii.
You never needed Ray or Path tracing for all these effects because you could easily fake them.
But now it seems like developers are choosing to go with incredibly demanding methods to do similar effects with very little visual improvement over faking them only because it's more realistic in the way they work in the background. But why care how it works in the background when that means it's 100x more demanding?
Sorry, maybe i'm too old. Because i can't accept this game's self shadows and mirror reflections looking so bad with freaking Ray Tracing enabled at "high".
Because most of them don't actually play games or play games to have fun. They'd rather complain about dumb shit like RT and PT instead of just experiencing the joy of gaming![]()
I didn't think people that obsessed about graphics.
Machine learning let's take bets on polymarket. Although whoever wants to kill themselves just make sure it isn't on the release date of an important game or some shit like thatIf the PS6 does not have enough horsepower to run native path tracing for every game I will kill myself
I dont understand how someone that have internet access can say something like:We had good looking self shadows in games for decades now. But somehow, nowadays not even Ray Tracing can't do that and you need Path Tracing?
Yeah that's bullshit. It's the same thing with mirrors. Games had working mirrors since what, 1996? Even the original Duke Nukem 3D had working mirrors. Were they fake? Sure but the result was convincing. Silent Hill Shattered Memories on the freaking Wii had some of the best looking mirrors in any game. And in that game, even the snowflake particles were casting shadows. On the Wii.
You never needed Ray or Path tracing for all these effects because you could easily fake them.
But now it seems like developers are choosing to go with incredibly demanding methods to do similar effects with very little visual improvement over faking them only because it's more realistic in the way they work in the background. But why care how it works in the background when that means it's 100x more demanding?
Sorry, maybe i'm too old. Because i can't accept this game's self shadows and mirror reflections looking so bad with freaking Ray Tracing enabled at "high".