viveks86
Member
SSR is not "faking" RT. It's a real attempt to draw reflections with just screenspace info. It's not faking anything. It's a legit technique.They did?
And in some cases it was done better. (Infamous SS)
Faking RT is pretending that rays are being traced when no such thing is actually happening. Like bullshots. Or placing 2d proxy textures to fake reflections of 3d objects, like cubemaps. Or fake point lights or swapping baked lightmaps to pretend there is dynamic GI in a scene. Or AI generated "guessing", like DLSS 5. And those are very easy to tell the moment anyone moves or controls the camera. Shit will start falling apart. Always.
There are people who genuinely can't tell the difference between SSR and RT reflections. And that's ok. But you can't be speaking for people who can tell the difference. GTA 6 has RT. And not just reflections. If you still don't believe it after watching the DF video I linked, are you open to me putting together and presenting my own evidence? With another trailer on the horizon, I might actually do it anyway. I can remember to tag you in the Graphics thread. Or you could just say no amount of evidence matters and we can agree to disagree
I mean faking the look with precalculated lighting
Sure. Baked GI has existed forever. But there are telltale signs for it in any game even with a fixed time of day, let alone a game with dynamic day night cycles and weather. Limitations of baked GI would be so easy to see. To pull that off for the entirety of GTA where people with understanding of lighting and rendering can't tell the difference would require several terabytes of storage on the console just for the lightmaps. May be even petabytes. Not gigabytes.
Last edited:

