Stoly
FPS Regular
- Joined
- Sep 18, 2020
- Messages
- 1,487
- Points
- 113
For one example, see the following video, from 22:57 to 27:40:
One thing I've been pretty happy about with RT is the lack of screen-space reflections. It was always kinda annoying and distracting how with SSR only objects that are shown on-screen would appear in reflections, and as the camera moves and those objects are no longer on the screen, their reflections disappear. But with RT, everything that exists in the environment is shown in reflective surfaces, regardless of whether they are visible on-screen. Just another thing that improves the immersion factor.
For me a lot of the wow factor with path tracing has come not from how things look, but with how light (and light-related stuff) behaves. It's been fun playing around with the light physics in games like Metro Exodus EE, Quake 2 RTX, Portal RTX, and CP2077. I can't wait to see the effect on immersion when games are designed with path-tracing from the ground up. In the far off distant future when GPUs no longer choke on RT workloads.
The game that for me made a night and day difference with SSR vs RT was CONTROL. It's like playing a completely different game. IMO that's the most noticeable RTX feature, not shiny surfaces.