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Digital Foundry - How RE Requiem’s Path Tracing amplifies the horror

It looks very good to me in this game. I've played with both PT and very high RT and I think the path tracing looks generationaly better.

Its amazing.
 
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Ray tracing, you had your moment. Path tracing, your moment is almost over by the next thing on the horizon.
Chong Li You Are Next GIF by DRODIAN™ BRAND
 
Ray tracing, you had your moment. Path tracing, your moment is almost over by the next thing on the horizon.
Chong Li You Are Next GIF by DRODIAN™ BRAND
The thing is, there's nothing over Path Tracing. This is the endgame.
Can only get more rays and better denoise in the future, for marginal better results, and more complex caustics and such, but in terms of real time lighting this is it.
 
For people complaining about weak RT in the game - this is standard for Capcom games since Village, they never had RT shadows and their RT reflections and RTGI was always weak in quality. No nvidia conspiracy here, more like we can blame weak RT on consoles and AMD GPUs (games were sponsored by AMD.

But even when we compare state of the art RT vs. PT...

Cyberpunk launched with RT reflections, RT shadows and even basic RTGI (with Psycho setting), so you can't really get much better with RT. Comparing that with Path
Tracing - we can see that PT still look much better and performance hit vs. advanced RT is only ~35%

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At some point adding RT effects don't make sense anymore when you can use PT and have higher quality and all the stuff in one package.
 
RT. PT.

Whats after PT? Everyone wanted RT and now that we have it, its actually terrible because PT is better.
There is nothing after PT imo. PT was being used in offline rendering, and still is, for decades. PT for light behavior is like 3D for objects in space. There isn't a step above this within humanity's grasp.

What will likely happen is the quality of PT getting better and better as we are just in level 0 for real time PT. Better denoising, more accurate sampling, more complex effects like subsurface scattering using PT (instead of the approximations we currently have), caustics etc. Eventually the primary rays will be path traced too and rasterization will become obsolete (which is still not the case in most path traced games). And somewhere along this journey, AI will be used to accurately simulate PT without actually tracing paths.

Neural techniques will be trained to accelerate/replicate it, but PT would always be the end state for rendering. Simulating light behavior accurately is the gold standard and holy grail. After that, it's just a matter of getting better at it.
 
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RT. PT.

Whats after PT? Everyone wanted RT and now that we have it, its actually terrible because PT is better.
PT is RT. The difference is that you trace 2+ bounces with the former ("a path") while you trace any number of bounces (including one) with RT.
Nvidia tried to get away from this false dichotomy by using "full RT" moniker but people on YouTube couldn't be arsed to pay attention so now we have games with "RT" where GI is done with 2+ bounces (technically making it "path traced") and games with "PT" where the only thing done with 2+ bounces are some selective reflections.
All in all it's down to developers to decide what they do with rays, how, in what quantity, how many bounces they calculate, etc.
 
"Path tracing" has nicer lighting and reflections, but you need to lower the internal resolution and denoicing destroys texture details or image stability. So high RT is the better choice for actually playing the game.
 
"Path tracing" has nicer lighting and reflections, but you need to lower the internal resolution and denoicing destroys texture details or image stability. So high RT is the better choice for actually playing the game.

Not true at all, high RT has horrible denoiser that destroys image quality. Even with lower internal resolution PT will look better thanks to RR.

High RT:



PT:

 
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"Path tracing" has nicer lighting and reflections, but you need to lower the internal resolution and denoicing destroys texture details or image stability. So high RT is the better choice for actually playing the game.
Need?? For what??
 
Amplifies the horror? Bitch please.

Most the game is RE6. Even heals and has finishing moves like RE6 ffs.
 
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This one here was actually super impressive showcase for the tech.

Overall, I have the admit I'm not sure it's worth the juice it needs though. I mean, a rig that can run this game with full ray tracing on 100+ fps suddenly crashes to 30 when enabling PT. The demand on the hardware is not justified.

Soo.... Impressive? Yes. Worth the juice? No.
 
While I agree with the core sentiment of the video after playing through Requiem with it on, god Alex is so pretentious about the point he's trying to make.
 
This one here was actually super impressive showcase for the tech.

Overall, I have the admit I'm not sure it's worth the juice it needs though. I mean, a rig that can run this game with full ray tracing on 100+ fps suddenly crashes to 30 when enabling PT. The demand on the hardware is not justified.

Soo.... Impressive? Yes. Worth the juice? No.
For me, it is totally worth the hardware to run it! Easily the best looking game out right now and it finally feels like a true generational leap over anything last gen had to offer.

In fact, games like this are what set PC apart from consoles. Something like this, for example:

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...you'd never see on the PS5 Pro with Requiem.
 
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PT is absolutely worth using frame gen in this game
I do use it on 5060ti and it enhances experience alot, no latency problems or anything and I'm the most sensitive mf when it comes to all that crap. All in all, PT feels totally worth it.
Now the fact they make base graphics like an afterthought is kinda lame, as if they expected us to use PT in re9 or many other games that have it. Then I won't complain since this game made me feel the most that I paid for something good, haha.
 
For me, it is totally worth the hardware to run it! Easily the best looking game out right now and it finally feels like a true generational leap over anything last gen had to offer.

In fact, games like this are what set PC apart from consoles. Something like this, for example:

iFs8CEIh8ZkVhM5I.png


...you'd never see on the PS5 Pro with Requiem.

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I do use it on 5060ti and it enhances experience alot, no latency problems or anything and I'm the most sensitive mf when it comes to all that crap. All in all, PT feels totally worth it.
Now the fact they make base graphics like an afterthought is kinda lame, as if they expected us to use PT in re9 or many other games that have it. Then I won't complain since this game made me feel the most that I paid for something good, haha.

I didn't even realize there was a new version of Nvidia Reflex (Reflex+) but I turned it on and any input lag added by frame gen is completely imperceptible to me. But sometimes spinning the camera I noticed some artifacting. No big deal though, the game looks insane.
 
For me, it is totally worth the hardware to run it! Easily the best looking game out right now and it finally feels like a true generational leap over anything last gen had to offer.

In fact, games like this are what set PC apart from consoles. Something like this, for example:

iFs8CEIh8ZkVhM5I.png


...you'd never see on the PS5 Pro with Requiem.
It's great having an actual graphics feature that justifies the price tag of a high end PC more that just, "now I can turn the settings from HIGH to ULTRA".
 
The only difference I could see in the RE Requiem was character models looked pastie in PT and only PT had Global Illumination(colour casting)for some strange reason even though that's been a thing for over a decade.
 
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