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>Pathtracing is a meme
>>
>>733825068
i miss when devs knew how to do proper lightning instead of relying on shitty gimmicks
>>
>>733825068
Nah, its pretty good, at least in Cyberpunk.
But way too many people here still own GTX 1660s or some AMD memes like 7800 XTs.
>>
Now show the FPS
>>
>>733825132
Actually gimmicks are what allowed devs to mimic real lighting on old hardware. Ray and path tracing are actually simulating photon paths which is why it's so resource intensive.
>>
>>733825257
>>733825132
facts.
It's as realistic as can be with our current vidya industry, the baked-in stuff and clever map design that created reflections and complex-looking lights in old games were literally gimmicks. Like the one skate game where the wet asphalt reflects the city lights? They're actually just transparent patches in the asphalt and the lights are under the map so they look like reflections.
>>
>>733825068
Not the same pose
I am accusing this poster of fraudulent comparison and will be notifying Capcom marketing for confirmation
>>
>>733825401
https://youtu.be/JGkGscHxZzU?si=RbtsCwQ2Dh9eV88k
>>
>>733825338
And it looked better and performed at a fraction of performance needed.
It was a great gimmick
>>
>>733825132
it's not a shitty gimmick, the user is paying the production cost of hiring envoirmentral and light artists lol! xD!
>>
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>>733825401
>>
>>733824768
the game is already dead
>>
>>733825562
it honestly looks like shit, Path Tracing shouldn't affect the face like that. You are a jeet without a card anyways.
>>
>>733825640
eat a dick
>>
>>733825747
>b69b93011ce65b98436ef39dd2db0f6d

Go back to india
>>
>>733825782
if I was Indian then where else would I be you fucking retard
>>
>>733825068
off looks worse than re5, what happened?
>>
>>733825132
lighting was a big hit or miss in gaming even before raytracing memes
>>
>>733825068
>Making your game look like utter dogshit without meme tech to sell GPUs
ftfy
>>
>>733825068
Correct. Path tracing has a negative effect on visual quality.
>>
Easy to spot the jeets with a 10xx and 20xx cards, seriously bro just upgrade
>>
Good morning saars!
>>
>>733826106
I thought the red was for nintendo switch 2.
>>733825068
Do we have confirmation of how many bounces?
I bet it would look way better if you bumped it from 2 rays to 13 or whatever
>>
>>733825562
>Off-No eyebrow voldemort
>RT-Man-face. Is that a moustache? wtf
>Pathtrace-Less detail but face looks fine now
>>
>>733825132
Ok but this actually looks great
>>
>>733825068
>>733825562
nice disingenuous comparison faggot. low lighting/shadow vs RT/path tracing.
>>
>>733826693
>4k 120fps vs 360p 17fps

Nope. It looks like shit.
>>
>>733826507
I don't even know what you're saying is Indian this time. You retards say it about literally everything
>>
>>733825132
>i miss when my pc could run games on max instead of medium
Fixed
>>
>>733826975
OP doesn't even have the game, he's ragebaiting like the miserable indian he is.
>>
>>733827250
The game isn't out yet retard
>>
>>733825068
Yes it is
>>
>>733825338
I feel like Ray tracing is for lazy devs who don’t know how to design game worlds properly. It takes a real artist to understand, lighting from the players perspective. But when you rely on ray tracing and from a world light source. You rob the game of some of its artistic integrity. Because you expect the machine to do all the work and that’s very performance taxing. And it rarely looks better than what artists are capable of creating through careful curation of the world space. I can’t remember what game it was that tried to show the difference between ray tracing and baked in world lighting. But the ray racing looked so much worse.
>>
>>733825068
>tilt the head of goblina
>sell it as pathtraicing
Sphere hunter, is it you?
>>
>>733827405
Release date broke because reviewers need to play their copy, Capcom is retarded and keeps giving everyone an early copy. The normal fans and paypigs are the only ones that don't have the game.
>>
>>733827407
Path tracing has better subsurface scattering
>>
>>733825132
That was before they offloaded some of the production costs to your hardware, then proceeded to increase prices to $70+
>>
>>733827519
no it fucking doesn't. detail of his face is gone, detail in his outfit is gone for muh realistic shadows
>>
>>733825068
>Looks way worse than RE4R without raytracing
What the fuck is Crapcum doing?
>>
>>733827407
It's DJ Vance
>>
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>>733826737
>Max
>High
>Normal
>Low
>Lowest
>Off
OP gets another faggot award
>>
>>733825132
>>733827047
Poor third-worlder minorities will always complain, such is life.
>>
>>733826837
>I'm poor, waaa waaaah
Don't play modern games on 5 year-old hardware (or the switch 2) lmao
>>
>>733825068
she a zombie
>>
Ps5 pro version
https://youtu.be/BgQbMNss4TE?si=GpJU4SJmFQIHsC8v
>>
>>733825068
>>733829434
looks like ASS , didn't we had photorealistic games like 10 years ago? Red Dead 2 and Demon Souls come to mind, RTX set the industry back to like 20 years because of greed and people defend garbage companies like Nvidia, Sad!
>>
>>733828943
That's the fps you are getting on modern hardware. The tech is just shit. You could get so much better visuals by putting those resources to something less awful.
>>
>>733827407
Are you blind or just turning your monitor brightness to 0 and calling it “next gen”? All it does is crank the shadows and nuke the midtones. Of course the face “loses detail” when you shove it into realistic lighting instead of stage spotlight mode.

RT/PT isn’t there to make your e-boy model look Instagram lit, it’s there so the room actually looks like a room. If you prefer the flat, evenly-lit wax figure look just say you like baked lighting and move on.
>>
>>733829489
man the re engine is optimized so well ray tracing actually looks decent on the ps5 pro.
>>
>>733829489
>jaw shrinks
>>
>>733829925
>barely any reflections

did people just forget what RTX was supposed to do in first place?
>>
Realistic lighting fucking sucks and I don't get why people fellate t over unrealistic, but scene fitting light.
>>
>>733830159
because the user payed for the light and not the companies is that simple. Same way americunts are paying for data centers electric bills KEK

It's garbage technology that never looked good to begin with.
>>
@733830335
>payed

Stopped reading right there.
>>
>>733830335
Neither of these are true tranny
>>
>>733825132
>>733825338
Old lighting was literally fake. A gimmick because they weren't capable of doing it for real. The fact that modern corporate devs have no passion or vision beyond maximum profit is not the fault of ray tracing, you fucking retards. The guys who made Doom, Duke Nukem, and System Shock would GLADLY have used ray tracing if it was available. They would also have used it much better than the average dev does today, because they actually cared about the games they were making.
>>
>>733830159
because people typically prefer humans lit by rays instead of a glow some programmer set to be on by x luminance in all situations
>>
>>733830423
>it's not true if i don't believe in it
>>
>>733825068
That's just SSAO.
>>
>>733826578
>I thought the red was for nintendo switch 2.
kek, it'll probably look even worse.
>>
>>733825068
The environmental differences are whatever but the characters really do seem to look like shit
>>
>>733830159
It's a question of artistic direction, not so much techology. Blade Runner used real light and so did sitcoms. The devs can place light sources anywhere they want and do whatever they want with them.
>>
>>733825068
Jesus Christ re engine is an awful engine. You have to buy a 5000 dollar GPU to make it look average.
>>
>>733832293
>$5000 GPU
PS5 Pro
>>
>>733825068
>deliberately make the normal one look bad to sell useless gfx feature
>>
>>733826176
No actually it was fine if you had a competent team.
>>
>>733825068
so now i need to pay 4k for my graphics card to turn women hot again?
thanks nvidia
>>
>>733827407
this one legitimately looks like shit on all of them
>>733832293
trvke
>>
>>733827439
Honestly, I agree. And there's another thing. When you make fake lighting you can ignore or change the rules of the world to make it look COOLER and BETTER, perfect realism is boring, BORING!
>>
God i hate grace so much it's unreal
>>
>>733825640
But the face looks better in path tracing?
I don't know shit about any of this, but the best looking face is blatantly in path tracing for some reason.
>>
>>733834562
There isn't a console on earth that is going to run path tracing for atleast 8 years. Raytracing in this game still looks shitty.
>>
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>>733825068
>>733825562
>all this TECHNOLOGY
>Grace's shirt doesn't turn transparent when wet
what is even the point...
>>
>>733825068
Another invented by jews term which makes games worse so they can sell overpriced ram sticks?
>>
I'm playing dead island 2 right now and i genuinely believe RE engine is the shittest proprietary and most overrated. it's not optimized it's fucking dated.
>>
What's a travesty with this game is how shit it looks without RT. There's fuck-all for fallbacks like cubemaps, self-shadows, texture projections, etc. Path tracing is what I would have expected the regular RT to look like, with the current RT being "Off" if they used traditional rasterization techniques.

Lazy as fuck developers.
>>
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The fuck is pathetic tracing? Like a sequel to ray tracing?
Can I run it with a 5060Ti 16?
>>
>>733825068
Did the guy making the video just find the one spot in the map that has an awkward light position that's directly above her, and only path tracing is able to unfuck the mess that generally causes?
>>
>>733825068
>video frames stretched to higher resolutions
Take some lossless screenshots of the game and compare them, retard.
>>
>>733825640
It should, retard, because PT simulate SSS but it's disabled in the rasterized version because that's a RE engine optimization (and most engine in fact), technically you don't need SSS outside of cut scenes because it shouldn't too noticable.
So yeah PT simulate proper lightning so it will OF COURSE affect face shaders if they don't have every raster effects turned on. The lack of self shadowing and light bouncing in the raster version also obviously affect how faces appears too.

And honestly people shitting on RT so hard just because they can't run it even though it was always the proper way to do 3D rendering and rasterization was always the hack, are the people who scream PAJEETs to me. You're too low IQ to detach your opinion about the obviously superior tech from your personal inability to run it, it's pathetic.
>>
>>733839730
Pre-baked lighting is just pre-computed raytracing. What they're trying to make happen is realtime raytracing, but the hardware isn't up to the task yet.
>>
>>733825068
I'm convinced that they purposefully make native lighting dogshit so people waste more money on expensive hardware and make gay tracing and fart tracing the new normal
>>
>>733842208
Thats what I said
>>
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>>733842113
>And honestly people shitting on RT so hard just because they can't run it
Because it looks like shit in most games for the performance hit it incurs? Path tracing at least has a tangible improvement to the overall image to somewhat justify chopping your framerate in half if you were targeting 4K.

Outside of Cyberpunk & Indiana's PT modes, I haven't been impressed by RT.
>>
>>733842308
You said it's a fake, made up thing. It's not.
>>
>>733841278
>RT
one ray per pixels
>PT
10 or 100 rays per pixels with more bounces to them, which catch more subtle lightning nuances
>>
>>733842329
Cyberpunk's path tracing is amazing. I've never seen purple or greasy surfaces before.
>>
>>733842329
Yeah I know so don't use it then.
They should be doing better on the raster engine for sure. But it's nice to have the option.
>>
>>733842359
I said its a term made up by jews to sell overpriced hardware
Everything I said was correct
>>
>>733842508
It's not made up and it's not even new technology, it's just being processed in realtime now.
>>
Pathtracing and Raytracing have been a meme since the start of the RTX series. Still very happy with my Pascal card.
>>
>>733842569
Just like it has been for the past 20+ years. They made up the term the last couple years to justify selling overpriced hardware by intentionally making games worse
I'm not going to repeat myself a 3rd time
>>
>>733842665
No, we have not been running realtime raytracing or pathtracing for the last 20+ years. No, the term is not made up and is also not a new term.
>>
>>733842391
So rip my system. I only care for AA DLSS but I will try this too.
>>
>>733842665
>doesn't remember the early pushes for raytracing in gaming like that rt version of quake that ran on a SGI cluster
>doesn't know all 3D junk in movies has been raytraced since forever
>but raytracing is a new term made by rabbis
>incidentally no good games require more than anon's PC
>>
>>733841278
Ray tracing (in context of video game) is when you use some additional rays per pixel to add details/lights to the raster rendering. It's hybrid. There are many implementations, and basically, you allow yourself some rays to add details.

Path tracing is when you say fuck off, don't do raster rendering at all, but simulate 3000 photons per pixels which you make bounce randomly just like in real life until you have the color for this pixel.

Pathtracing is photorealistic because that's literally what reality is doing when you look at something. You literally simulate light. It's also horribly costly. We've been doing pathtracing offline for 20 years and it can take hours to generate an image.
>>
>>733843217
me playing quake and watching light work without issues since gaming was invented
but suddenly not a single game can work without $7000 ram sticks and graphics cards the last 3 years
>>
>>733843537
>oversimplifies and pretends to not notice a difference in lighting over the years
>>
>>733843573
Everything looking like shit while it runs worse on any PC available? I'm noticing >>733825068 >>733825562
>>
>>733842223
Wait, now the narrative is that regular ray tracing can't do reflections either? You gotta get super duper ray tracing for reflections now?
>>
>>733843609
>screenshots of youtube videos
>he thinks this is an own
Seriously, try harder. Show me your evidence.
>>
>>733843657
Name 3 games that had reflections. Games that released post 2020 only
>>
>>733825068
>pathtracing gives you eyeliner
lol
>>
>>733825068
Wait is this real? Grace only looks like herself with Path Tracing?
>>
>>733842939
I hate how DLAA is mandatory for 1080p on any modern game so you get something that actually looks like 1080p image resolve.
>>
>>733825068
>OFF: Woman without makeup
>PATH TRACING: Woman with makeup
>>
>>733825068
I knew crapcom was incompetent at making games but holy fuck this is beyond jap code
>>
>poorfags containment thread

lmao
>>
>>733843823
>user location: India
ohnonononono
>>
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>>733843731
I hate them so much making super resolution and dlaa normal for 1080p..
>>
>>733843689
Wait are there actually no games with reflections? Thats fucking insanity
And they have the nerve to say games arent intentionally made worse?
>>
>>733843731
>>733843947
1080p was already shit 10 years ago
>>
>>733843689
RE3 Remake
Diablo 4
The Talos Principle 2
>>
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>>733844025
lollipop chainsway repop
>>
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>>733842223
THIS
>>
>>733825132
>i miss when devs knew how to do proper lightning instead of relying on shitty gimmicks
If you are referring to baked lighting, what you are describing as "proper lighting" was literally no lighting at all. It was just the illusion of lighting literally baked into the textures of the world. There was no ambient light on the walls, the walls textures themselves were altered by the devs to make it look like there is light. What you miss is when developers took your GPU's job onto themselves and rendered the whole lighting system for you in advance, prepackaged with the game.
>>
>>733843537
No game has ever used path-tracing until Cyberpunk 2077, and even then it was only introduced in one patch like one year ago. Path tracing is horrendously costly. All the "ray tracing" bullshit you got those past years is not path tracing. And thank God, because it's not a 40% loss in performance, it's a x10 factor.

I blame the stupidity of retards but also the marketing of Nvidia which really muddle both the technology. I think Nvidia calls path tracing "overdrive raytracing + X RTX" or some other bullshit in typical Jewvidia.

In fact, path tracing is only usable in real time now because of the shortcuts used (rendering in lower res + ai upres, rendering in few ray + ai denoise, rendering few frames + ai fake frames).

But also it's literally photoreal, you can't make it more photoreal than simulating individual photons
>>
>>733825068
>ugly
>ugly and sick
>pretty
I'm all for PT
>>
>>733844452
You're all in for artifically making previous technology look worse to sell more expensive technology instead of actually advancing?
>>
>>733844668
They didn't make it look worse on purpose, tinfoil. PT is the actual advancement.
>>
>>733844452
I think the "sick" part is video artifacts. Poors post YouTube screencaps where the detail is squashed as gotchas.
>>
>>733844917
Games looked better 2 decades ago. If it's not on purpose, it's pure incompetence. It's not a good thing no matter how you cut it.
>>
>>733844989
Why dont you post a webm of it then?
>>
>>733843731
>1080p
2006 resolution.
>>
>>733844989
Youtube doesn't do that. Lower resolutions don't do that.
Even if that was the case, it's comparing images from the same source so it doesn't matter.
>>
>>733825132
technically, a lot of lighting was just precalculated pathtracing. Which is all fine and well if a scene is PERFECTLY static. No changes in weather, no lights turning on or off... and most importantly absolutely NO physics objects.

So if you ever wonder where all the physics in games went: it had to be sacrificed for precalculated lighting.
>>
>>733845018
I regularly play 2 decades old games and it's simply not true.
They're way better games, but they definitely don't look good, especially on their actual hardware and not emulation.
You literally can't beat path tracing btw, it is the peak.
>>
What's up with the paid shills in this thread? It's not even subtle.
>>
What's with the seething pajeets in this thread? It's not even subtle.
>>
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>>733844668
>instead of actually advancing
heh, nothing personnel
>>
>>733825132
Also, All games relying on that technology look Samey and sovlless
>>
>>733845025
>why don't you post a 4MB video with even more artifacts?
PNG is the only way to go.
>>733845070
It matters because YouTube is low quality and you're not seeing the detail. PNG from the source is the only way to preserve all the detail, with a high quality JPEG as a fallback. Videos (especially ones you didn't make yourself at a high bitrate) lose a lot.
https://files.catbox.moe/togwml.png
>>
I'm scared...
Will my meme 3060 12gb handle at least RT?
>>
>>733845254
With differences this drastic, it does not matter.
>>
>>733845305
But the middle picture is literally artifacted all to hell, and you don't know HOW much you're missing because you haven't seen the source. It's bad science.
>>
>>733845202
>All games are now UE5 slop that requires raytracing and shitty upscalers so you can get playable frames at 1080p on $500 cards
The future is grim.
>>
>>733825068
>>733845018
if we take the op comparison, off is what we already had for the past 15 years and path tracing is actual cutscene quality rendering but in real time gameplay. Definitely an improvement in my opinion
>>
>>733845254
Is this supposed to be a "good" example of raytracing or something? I'm not sure why you posted that
>>
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It looks better than CGI movies even on consoles.
>>
>>733845606
It's supposed to be how you post screenshots, Paolo.
>>
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Seems like the game was built with RT in mind
>>
>>733825068
Pathtracing looks great, but the cost is insane and current age devs are retarded.
>>
>>733845970
>when the console version betters 90% of /v/ "gaming" PCs
lol
>>
Can I get path tracing on my 6900xt?
>>
>>733845347
But the gameplay? Straight outta 2011 ue3 Xbox 360 days.
>>
>>733846116
yes, but it will be measured in seconds per frame rather than frames per second
>>
>>733829489
So they just decided not to do any work on non-rt/pt lighting?
>faq gaijin, u wirr rike it
>>
My 5080 is all revd to and ready to trace some paths tomorrow, I'm so excited
>>
>>733846116
what was your thought process behind posting this image vertically
>>
>>733846253
He must've fallen over while posting it.
>>
>>733846253
meant for >>733846163
>>
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>enable path tracing
>fps goes from 120 to sub 20

ahhh gaming bliss
>>
>>733846184
Non-RT mirrors require duplicating the scene. It would basically require two different rooms set up (one with a mirror image scene, and one with an actual reflection) to make both work in the same game.
>>
>>733844026
10 years ago was when the TAA cancer started. When most people playing "4K" is literally just 1080p internally, then the issue isn't 1080p.
>>
>>733825142
>>733825068
THE FUCKS HAPPENING TO HER FACE MAN
>>
>>733846379
I know, I wasn't talking about the mirror. Look at Grace, barely any shadows.
>>
>>733825068
>literally a blur filter
thanks for proving it's a full meme.
>>
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>>733846496
>Off looks weird due to shit lighting for that particular scene
>RT has the RT splotchiness in pic related
>PT looks the most grounded, but it's also blurred due to forced DLSS Performance
Thanks Capcom....
>>
>>733846448
If you don't turn on PT, a monster runs in and injects her face with cooking oil.
>>
>>733846448
No patented nVidia ray reconstruction.
>>
>>733846379
So then do it. It’s better for performance than doing real time lighting most people can’t even notice without wet nights
>>
>>733846668
you won't see any blotches on your 1080p monitor
>>
>>733846313
I did fall over just as I clicked the post button
>>
>>733846668
RT doesn't have splotchiness. It has noise, which is a LOT finer than that. Those are literal video artifacts.
>>
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>>733847038
Nigga, I can see them on my phone on a youtube video.
These PAID FUCKING SHILLS in this thread know ZERO FUCKING SUBTLETY.
>>733847136
WHERE THE FUCK ARE THESE "VIDEO ARTIFACTS" IN THE OTHER SCREENSHOTS?
I'm so fucking sick of jewish trickery, I swear to GOD.
>>
>>733847279
>the obvious splotches in the middle pic
>all 3 faces smudged
>general homogenization of wide swaths of color
>>
>>733847501
NIGGER
THE SPLOTCHES IN THE MIDDLE FACE ARE HUGE
THEY ARE OBVIOUSLY NOT YOUTUBE ARTIFACTS
THAT'S WHAT PEOPLE ARE TALKING ABOUT
RETARDED FUCKING NIGGER
>>
Path tracing is great.
Capcom's implementation of it isn't.
>>
>>733825437
I wish this dude would use different music just once.
>>
>>733847625
Path tracing is objectively shit.
>>
>>733825068
What video?
>>
>>733848247
It's the closest we've gotten to Mirror's Edge in realtime, without the burden of 10gb of baked lighting per gameplay hour.
>>
>>733849478
Wow, I literally unironically could not give less of a shit about real-time. Funny that.
>>
>>733843657
Games are still doing a shitty half baked hybrid thing where they mix ray tracing with rasterization. If you go full ray tracing, then reflections become basically free.
>>
>>733825068
>with path tracing you can make the game look like a PS4 game instead of a PS3 game!!!
Nice we're reaching 2007 finally
>>
>>733847561
>YouTube doesn't have huge artifacts in their low quality shitvideos
This is how I know you're poor and have never played or watched anything high quality.
>>
>>733851556
The YOUTUBE ARTIFACTS DO NOT LOOK LIKE THE SHIT SMEARED ON HER FACE IN THE MIDDLE IMAGE YOU BRAINDEAD NIGGER
I NEVER SAID YOUTUBE DOESN'T HAVE ARTIFACTS
YOU DISINGENUOUS FUCKING FAGGOT
>>
>>733851619
Turn off the cruise control.
>>
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>>733846369
I get 100 FPS with path tracing though
nothing personel.
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>>733846668
>forced DLSS Performance
You can literally run native with PT if you want to, it's not forced.
But it would be extremely stupid. Performance mode is enough for DLSS 4.5, at 4K output. At 1440p, Balanced is great.
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>>733825068
>"off" and "ray tracing" are literal full-lit slop with SSAO
They know what they're doing.
We literally had better looking PS3 games 12 years ago.

>>733825338
That's literally all around BETTER, artistically and performance wise.
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>>733851979
Kojipro's MGS era was insane.
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>>733825068
Why do they need to do that when they were able to make the right one's detail without having to rely on path tracing?
Also, when the fuck did raytracing started to look like ass? I remember that it looked better in older games
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>>733851859
>RTX 5070 Ti
Nice I have the same card
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>>733851979
Kojima at that time had hired the absolute best of the best in the industry to build that engine, we're not getting this again sadly. But you know, it would look even better if it was path traced.
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Okay, can I see the frame rate hit with it on and off?
No framegen or upscale mummery please, it looks like shit in motion.
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>>733851619
I think the denoiser is bugged here.
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Why do nowadays Raytracing looks worse than a few years ago? Is it because AMD catched up with Nvidia for the whole RT thing and now they switched to Pathtracing, something that AMD still kinda sucks?
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>>733852310
that with FG x2 btw
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>>733825132
It has never been about the devs. The devs have to reduce the time it takes to develop the game because the ones above them push for it. That leads to ray tracing which reduces the cost of development.
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I just wanna have sex with Sherry
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>>733852425
>it looks like shit in motion.
This isn't even true anymore.
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>>733851979
and they too switched to unreal engine now with real-time lighting because it reduces the development cost
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>>733852678
Best post in the thread.
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>>733852719
Oblivion has an insane ghosting when using frame gen, I don't know how people are okay with this.
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>>733851979
>meanwhile the reality
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>>733852815
Game looked pretty ass outside cutscenes even in 2015.
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>>733852507
It isn't proper RT, it's half-baked
True raytracing is still taxing, the indiana jones game has it, you either get some raytracing features or all of it.
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>>733852507
It's RT made for consoles, they use an extremely low amount of ray and very little info gathered per ray.
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>>733852246
They were, and still are masters of their craft, but MGSV already used very old development methods for the time. There's for example no "real" PBR going on, just Color+Normal+Specularmaps, on top of surprisingly low-poly models, with some probe lighting and reflections projected on top of surfaces. A hint of SSR is used in a form of faux GI in some situations.

But it works great, looks great, and runs amazing on some grandma -tier hardware.

>>733852385
>But you know, it would look even better if it was path traced.
It would not.
Want to know why?
Because it would be all approximated simulations of "real life", NOT the "cinematic reality" Kojima and MOST game devs used to aim for.

This is probably forgotten art for Zoomies at this point, but look at any movie or TV show done on film, especially before digital color correction became common. The fill-lights, rim-lights, and careful framing were crucial in video and vidya for decades, making things "pop" from the screen much more than a "natural" scene would.

>>733852729
MGSV and Decima engine both use real time lighting, kiddo.

Gay tracing is not the only option for that. We had practically perfected light simulations in RASTER graphics 15 years ago. DX11 games like STALKER: CoP had full dynamic lighting, with contact-hardening shadows, global illumination, soft smoke effects, and world-space light shafts, alongside with Tessellation. And you could run that on a 1GB GTX 560.

>>733852815
>posting an overcast weather condition in the unfinished last half of the game
Subtle.

>>733852859
No, it looked fucking PHENOMENAL, and ran amazing.

Meanwhile, Nvidia's trying to make people buy 2000x stronger hardware, with 2000 times higher price tag, just to run modern UE5 slop at 1080p / 60fps. Using upscalers.
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>>733852807
Even with DLSS 4.5 preset M forced? Did you try fully updating the dependencies? What kind of ghosting? You need 60fps base framerate ideally, but recently I tried 30FPS FGx2 and that was surprisingly good too. It still didn't ghost, the actual issue comes from HUD elements and some unnatural lines on the edge of the screen, but no ghosting.
Generally yeah don't bother below 60FPS.
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>>733853045
>Because it would be all approximated simulations of "real life", NOT the "cinematic reality" Kojima and MOST game devs used to aim for.
Complete fucking cope. Fox Engine is the very first engine to push photorealism with a PBR workflow. If they could use pathtracing they would have done it and it wouldn't have changed the art direction at all.
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>>733852815
Not fooling anyone.
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>>733852815
yeah i am baffled by the insane revisionism about graphics
like yeah it's very obvious that games made to exist on last gen consoles had a much better ratio of performance:visuals than current games do. but i can instantly spot when a game has 2010s graphics and it's fucking weird that so many people online pretend the visuals are on par with today's games or better
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>>733853045
nobody was impressed by that shit 10 years ago
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>>733853116
>Complete fucking cope.
No, it's a fact.
And you have never studied cinema for a single second.

Kojima's games always go for max cinematic looks, not photorealism.

>Fox Engine is the very first engine to push photorealism with a PBR workflow.
Not even true.
Remember Me was literally THE first proper game to fully utilize PBR.
MGSV and FOX Engine in general does not. It does something similar, using the much older, practically DX9 era texture map + bump map + specular map combo, like I told you.

The development process has been fully documented and is free for you to read, any time.
Or, if you're a lazyass Jeet, just watch the Threat Interactive's dissection video on the matter or something.

>If they could use pathtracing they would have done it and it wouldn't have changed the art direction at all.
It's nice that you "know" this somehow, and still brag about your ignorance.
The game would look anything like it is now. I don't know why anyone would believe this.

>>733853270
We all were. But alas, (You) weren't even alive at the time.

And it's still to this day one of those games people use to showcase how FAR we've fallen from the mid-2010s when it comes to game visuals and optimization.
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>>733852719
That won't be true (possibly) for another 8 years or so. Or if it's like ray tracing even longer because that shit still isn't really usable and they basically invented frame gen and upscale to try and make it work.
RT has been a meme for nearly it's entire life, successful at bullshots and little else.
Can you turn it on and lose half your frames or more for an improvement in lighting? Sure. But the amount of shit you need to lower to regain some of that frame rate balances out the improvements or makes it look worse overall.

Frankly speaking the only intelligent use of it is when they started doing shit like ray traced reflections, something people can actually turn on for a large improvement to visuals with only a moderate loss in frames.
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>>733853045
>Because it would be all approximated simulations of "real life", NOT the "cinematic reality" Kojima and MOST game devs used to aim for.
.....but you can program your rays to work in any manner you wish.
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>>733848247
>t. GTX 1660 owner
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>>733825068
So you either use some shit that tanks performance or get no shadows on the model at all?
Oblivion had self shadowing 20 years ago.
Pair occlusion with decades old tech and you could easily rival the latest resource hogging tech but no, you need to pay top dollar for their tech, so alternatives that run way better at a fraction of what it is now, have systematically been forced out by nvidia.
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>>733852418
it's a neat trick for its day but this game engine isn't even true 3D.
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>>733853187
>fucking weird that so many people online pretend the visuals are on par with today's games or better
They are better.
Simply because they do not rely on TAA, upscalers, framegen, or automated "good enough" visual simulations / Pajeet asset store art.

The visual design, image clarity, cinematography, and indeed optimization are all remarkable. And it's not just the matter of "lol it's an old game"; shittons of PS3 games ran at sub-30fps at sub-720p, and looked way worse than Ground Zeroes. That includes every single game by Bethesda, and even MGS4.
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>>733853721
>this game engine isn't even true 3D.
It's just as 3D as any polygonal game.
It also ran on a x486 with a couple MegaBYTES of RAM and no dedicated video cards. You couldn't even open a modern Notepad on such calculator nowadays.

Which once again brings us back to some truly oldschool graphics programming tricks, such as Planar Reflections, that are no joke starting to be 30yo tech, and were constantly used in video games up until early 2020s.
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>>733853905
>It also ran on a x486 with a couple MegaBYTES of RAM and no dedicated video cards
And it barely held 20fps at 320x200. Rooms with mirror sectors dipped it even further, alongside seamless sector-over-sector in Shadow Warrior's case.
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>>733853161
That's the 3rd remake in UE5sloppa
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>>733825068
man I am so stoked to have a full month of crapshills shilling this goblina and pushing her as the fotm waifu like they did with that bog ugly goblina from DD2
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>>733853905
It was quite demanding too.
I had a Pentium 100 with a 2mb Trident card (obviously it's shit) but it could run (only at 320x240, maybe it was something like 30fps). going for a VGA resolution (640x480) was way too demanding.
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>>733853578
Well ok but without any RT at all it's still worth using DLSS simply because it's plain better than native TAA already.
You can use DLAA, but from my testing at 4K it's complete overkill, 66% DLSS looks just as good.
For the RT we'll see, but to be honest rasterized engines these days are so poorly optimized and have to recalculate the scene multiple times for effects that will always be fake like AO and SSR that going full rt is starting to make more sense. A good example is how in CP2077 the max setting SSR effect is almost as expensive as using RT reflections, yet the quality is still not anywhere close.

You can't just use "a bit of RT" btw, as soon as you start calculating ray collisions using BVH for ANY rt effect, that's the main performance drop right here, and at this point using that data for RT shadows/GI is increasingly less and less expensive.
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>>733853905
Shadow Warrior didn't run on 2mb of ram. Even OG Doom required 4mb at minimum.
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>>733825068
Genuine question. So I have to sacrifice half of my framerate or play at 1080p on my 4070s so the character model won't look bad?
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>>733853742
>hey are better.
>Simply because they do not rely on TAA
most graphically heavy games from 2014 and onwards relied on FXAA or TAA, which both suck ass. FXAA especially was crap and i think most people on this board are unironically too young to remember how awful the antialiasing situation was

it was either FXAA, TXAA, MSAA or SSAA.. you either needed an Nvidia card, had to accept lube even at higher resolutions, had to absolutely demolish your performance, or have that one choice in MSAA that was alright for a time but gradually became weaker because its coverage decreased until it just became useless
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>>733827407
>>733827768
nigga fuck the meme tracing why the FUCK does leon have glaucoma?? how fucking old did they make him jesus christ bro looks like SHIT
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>>733854893
Half truths, half lies.
Many games continued to support MSAA, because Forward+ was already a thing. It was just 2heavy4consoles.

Games did not suffer of insane visual noise and dithering, because not all effects were downgraded and down-sampled to shitty quarter-res 1-bit trash, unlike in UE5 slop, that demands use of TAA, rather than allowing devs to utilize material / object / shader specific blur or temporal AA, like even UE4 still did. Smooth transparency effects suddenyl disappeared and got replaced with dithered noise patterns.

TAA itself ain't a huge problem, but its terrible implementation and use as the go-to "fix it all!" solution is absolutely insane. Same thing with FXAA, with shockingly many games still using some crappy 1.1 version and / or over-blurry .75 strenght and no sub-pixel sampling whatsoever.

Nvidia cards were never a requirement, even if I have only used them for the past 25 years.

So again: image clarity was better, image STABILITY was better, and game performance was miles above the current shit.

Fun fact: UE5 can still do Forward rendering, with working MSAA, and even at 8x when playing at 1440p, the performance is on average 4-8x higher than in the Deferred Rendered / Lumen RT mode.
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>>733854110
>That's the 3rd remake in UE5sloppa
No, it's not, you fucking moron.
It's TPP, Africa. I should know, I took the fucking screenshot.
Also, look at the UI.

Here's Delta's UE5 vomit.
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>>733839687
in few hours, modders will make her completely nude
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>>733853578
emmy looking very seductive there
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>>733856004
Replace her with the Pragmata girl
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>>733852334
>>733852418
How the fuck are these possible without NVIDIA GeForce RTX™ technology??
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>>733825068
Path tracing is literally the best looking of the three.

>>733825138
Exactly. They think new tech is bad because they can't afford to run it.
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>>733856582
Because Goyvidia has been lying to you for the past 6+ years, in order to sell you overpriced products with diminishing returns.
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its embarrassing when you reply to yourself
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>>733855740
>1920x1200
I love you lil nigga. 16:10 was master race. Sadly they don't do 4k in that ratio at least not on monitors you'd actually want to own.

Also, I am intimately familiar with TPP. Your Africa screenshot shows one of like 3 tiny patches of the massive map that are actually dense and interesting to explore, and also visually appealing. It's extremely disingenuous to present them as if they are representative of what the game looks like when there's absolutely nothing to do there and you step out into the ugly plains almost instantly after. Save for like the giant mansion (with no interior) there are no other sections of Africa that look that good. Afghanistan is for reasons that are obvious, also very bland and empty. Game should have never gone full open world, only psuedo open ala GZ.
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>>733856926
N-no fucking way... they wouldn't... wait maybe NVIDIA invented an RTX™ Time Machine and injected their RTX™ technology into these older games! Yes that MUST be it!
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>>733852334
This one is cool as hell
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>>733856582
I'm wondering how 3D was rendered without AMD® 3D VCache.™
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>>733857002
>Game should have never gone full open world, only psuedo open ala GZ.
Correct on all items, brother.
But sadly, the topic wasn't about amount of interaction, but pure graphixx. But both are way better represented in Ground Zeroes, which is clearly the only polished part of the MGSV, a sneaky peek to what could've been without Jewnami's tampering.

>16:10 was master race.
*IS a master race.
Even Deck uses it, and many laptops and tablets are going back to it now.
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>>733852334
>>733856582
>>733857326
It gets better.
10 years old game btw.
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Saying that today is impossible to do a working mirror in the exact same way as they did back then (copy the room into the other side) due to the complexity of today's graphics and geometry (and it would tank the system) is fucking bullshit because back then those graphics were also demanding for those systems yet they managed to do it.
Fucking heck, even the mirrors in Doom 3 "reflected" (actually not) the flashlight's light
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>>733857461
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>>733857461
If only it was in UE5 and ai upscaled to hell and back. Maybe then it would look even better.
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>"realistic" graphics
>it doesn't look realistic at all, it just looks like shit
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>>733857461
The the mirrors always break the same way, or is the break dynamic?
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>>733857564
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>>733857729
Similar patterns, but they are centered to the initial strike point.
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The Base PS5 now its as old as the PS4 was when RE2 Remake came out.
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>>733857553
Doom 3 ran like total shit at even the advertised hardware of its time and only in the next gen did it start running well, at 1024x768. Just because it runs well on your 2020 card at 4k now does not mean it ran well back then.
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>>733857553
A lot of mirrors in modern games wouldn't work in the "just make a duplicate room behind the room" due to the fact we render entire fucking buildings nowadays with no magical closet hidden off to make room for said opposite-room.
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>>733825068
all this shit (ray tracing, CGI in general) is gonna be considered primitive as fuck as soon as we get small-scale AI visuals integrated efficiently into game engines like UE5 / RE Engine / Unity
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>>733858097
I don't see AI shit ever becoming relevant in games due to the initial overhead cost of it, even relative to the overhead of path tracing. Anything you could use AI shit for in gaming would be stuff done on production end and then baked off into the typical textures/models/etc used in rasterizing.
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>>733857910
It's still unbelievable just how nothing this entire console generation has been.
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>>733825132
path tracing is how 3d modeling software does final renders
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>>733825068
>left
IRL
>right
Instagram

Wow. Capcom are just ruthless.
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>>733857845
Very cool, I've never played Hitman so I've never seen this. Super cool stuff.
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>>733857917
>Doom 3 ran like total shit at even the advertised hardware of its time
Nope, toddlerooni.
This was my rig back in the day. Yes, I still got it. Yes, it played games just fine up until 2007.

But yes, 640x480 and ~30fps was still the go-to standard for most gamers. 800x600 was the mid-range res.
Hell, many of us didn't even quite understand what "resolution" even meant, other than changing it occasionally made the gun and text bigger or smaller on the screen.

>>733858070
That's not only total nonsense, but also NOT how DOOM 3 does mirrors.
Again: look up Planar Reflections. It's an oldass render-2-texture trick, that is maybe best known in HL2 where they use the them for water reflections, surveillance camera footage TVs, and many other things.

Even consoles at the time could do it, see: >>733856926
>>
What's the obsession with poorfags and fucking mirrors ?
>>
>we made it look like shit without it so we clearly have to have it
>pay no attention to the 30+ years of good lighting that came before we adopted it
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I think it's a bit weird that everyone is praising old reflections, shitting on raytracing for being expensive, but is strangely silent about the period in between when reflections were in my opinion the absolute worst, the SSR period. Never did they ever look good. I'm replaying the Battlefield 1 campaign and the amount of visual artifacting you can get from them is funny, and it's really obvious that they can't actually reflect anything that isn't on the screen at that exact moment.
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>>733857917
But still managed to run.
It didn't ran like total shit tho, unlike nowadays.
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>>733858561
The same obsession a RTfag have with make everything wet or ultra polished (yet not being able to have a proper fucking mirror).
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>>733857917
I played doom 3 really well on my potato of a pc. My dad even modded the thing pretty extensively
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>>733858661
That period was just to make everything pretty with screenshots, like a castle made of cards. It all crumbled down when it start moving.
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>>733825068
wtf? she's like 10/10 with path tracing.
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>>733858709
>But still managed to run.
>It didn't ran like total shit tho, unlike nowadays.
Games that "run like total shit" nowadays run better than what was considered to be 'playable' in 2004. You have people with 5 year old cards today whining that they don't get 1080p60fps in new games, whereas in 2004 if you got 30fps at 800x600 with last year's card you were lucky. The definition of what runs well have shifted massively and you're too complacent or young to have noticed.
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>>733858165
DLSS is AI upscaling images at like 200 frames per second dude. It's integrated with the GPU and game renderer to know what the 3D assets and textures etc are going to be before they're rendered so it can do it ultra fast and actually IMPROVE performance while at it.
Dedicated integrated ultra-high-efficiency models are a thing. Especially when we are flooded with more and more HBM AI components as Datacenters demand more and upgrade their shit / sell their old cards.
No it's not going to be just a video like all the current AI game tech demos. It will be a visual thing overlaying the models of the traditional 3D game engines we use now. At least at first
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>>733825132
>>733825068
I just miss when devs could optimize their games properly and release products that aren't complete bughives
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>>733858661
>but is strangely silent about the period in between when reflections were in my opinion the absolute worst, the SSR period
That's because SSR are still used to this day, and the reason they got popular towards the end of 2010s is literally part of the problem we have today.

SSR was spawned from the same need as crap like FXAA and TAA:

CONSOLE hardware couldn't keep up with the wasteful modern "assembly line" development practices and devs bruteforcing various shit into their UE3 and 4 titles (that ran like shit on PS3), hence they started chopping off basic features we'd had since circa Y2K, such as MSAA and Planar reflections.
Eventually, even 8-bit smooth alpha blending for hair, glass, etc.
However, lack of any sort of reflections or static cubemaps often didn't quite make the cut, so the next best thing was created as a bandaid solution: let's take already existing frame data, and flip + stretch it around as much as we can!

UE5's fake RT literally uses SSR as long as it has screen-space data to take info from (reflection and lighting data), and only switches to super low-quality RT reflections when gaps start appearing. This is why it looks so blotchy and blurry.

Yes, we pointed and laughed at it for years. Yes, nobody quite likes it.
And yes - EPIC absolutely uses the shitty SSR examples as the "proof" that RT is the "better" alternative, just like still images of DLSS upscaled """4K""" screenshots look "better" than native 4K with just TAA.

However, all that said and done, SSR is still just a tool, with some practical use cases.
You should NEVER try to use them on actual mirrors. You should not use them for any super clear, static reflections, like polished marble floor.
Pic rel.

Where they excel are a indirect reflections on smaller, more diffused or otherwise broken surfaces, like shallow puddles, gun barrels, et cetera. Their use even on water planes is questionable, but some have made it work OK by limiting the SSR to wave's peaks only.
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>>733859072
Cards went up in price 5x, expected lifespan goes up 10x because of the inherent risk of a larger purchase. Maybe nvidia should try being less cancer.
>>
you can very easily spot the age of each anon based on the utter crap that comes out of their mouth when discussing graphics
i know when you're an oldfag who hasn't even booted up a new game in a decade, and i know when you're a gen alpha golem that won't even play a game unless it's on steam or some shit
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>>733857461
>>733857564
>>733857743
impossible
literally impossible
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>>733859072
GPU power of 5 years old cards should be enough to run maxxed everything out now since they're quite damn powerful yet you can't because of the lack of optimization of the devs.
Back then, they had to optimize the best they could of every asset in the game. Now they don't give a shit and tell you "just buy a new PC lol poorfag"
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>>733858415
>But yes, 640x480 and ~30fps was still the go-to standard for most gamers. 800x600 was the mid-range res.
I remember 1024x768 being the standard by the time Doom 3 came out. You were balling if you could pull off 1280x1024.
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>>733859437
>GPU power of 5 years old cards should be enough to run maxxed everything out now
Why should an RTX2060 run everything new on maxxed?
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>>733859381
>hurr durr I'm smarter than every other anon posting here because I played both types of games
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>>733859506
yes
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>>733859468
5 years ago were the 30xx series, anon
Still, the 20xx series should go for mid to min requirements. They're powerful enough for that at bare minimum
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>>733859332
Early RE Engine (specifically around RE2R) had the worst SSR implementation ever
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>>733859332
Example of better SSR implementation, in MGSV.
SSR is used very sparingly, as seen in these muddy water puddles, but also sometimes to fake GI on glossy surfaces.

>>733859592
They sure did.
I just turn it off. The games had very detailed, perspective corrected cubemaps (another form of forgotten reflection tricks) for most reflective surfaces anyway, so you don't even lose anything important.
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>>733825132
Or when games could ship every 1 to 2 years and only weigh 5 GB
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>>733825068
I don't get it. Why masturbate over screenshots when every game always ends up looking like shit anyway, and we don't care as long as the game is fun.
This is so weird.
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>>733825068
F.e.a.r. still looks better
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>>733825068
Which one is the switch version?
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>>733825068
Holy, she's ugly af, how come capcom failed so miserably?
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>>733859458
>I remember 1024x768 being the standard by the time Doom 3 came out
Only for richfags.

When Crysis came out, many reviewers were actually complaining that they could not run it at 1280x1024, the "4K" of the day, and had to drop things to 1024x768.
I had to play it at 800x600, Low.

STALKER SoC fared MUCH better, running ~35-40 fps average on DX9 mode, 768p and Medium settings.

>>733859735
Because objective analysis of tech and comparison to past products yields healthy, more transparent industry, and helps consumers avoid various corporate pit-traps and outright lies.
Snoyfags especially are always going "Graphix don't matter!"... until it suddenly does, whenever their new system with "XYZ Teraflops!!" is announced.

Also, modern RE-Engine slop and generic AAA trash in general is not fun, and has not been fun for the past 20 years.
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>>733825068
>path tracing a static environment that can easily be done with AO
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>>733825068
Can you run it on anything which isn't 5090?
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>>733825068
>path tracing magically give her make up instead of making her look like she hasn't slept for days
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>>733827407
>>733827407
Where the fuck are wrinkles? Is Path Tracing is some AI shit actually?
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>>733827407
Why does path tracing always look blurry? This is why I turned it off in Cyberpunk.
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>>733857917
>Doom 3 ran like total shit at even the advertised hardware of its time
as opposed to modern games? lmao
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>>733860473
Yes.
Modern hardware literally cannot run UE5 and REE shit natively. Double so if you use any sort of RT.

>>733860559
Because it's upscaled and filtered to hell in order to even be doable on any sort of RTX card of 2026.
>>
>>733859989
well spoken
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>>733860643
What constitutes "running like shit" in modern games means running games better than the "intended normal experience" at launch was for Doom 3. That's not even an exaggeration. What you are now complaining about as poor optimization is literally better than the standard experience of top end hardware back in the day. Aren't you a bit too young to be on 4chan?
>>
>>733860473
You dumb motherfucker tech illiterate. The wrinkles being this visible are not intended because the SSS shader is disabled during gameplay but not during cutscenes. With PT, it simulate light naturally, which mean it will do the SSS in all cases including gameplay, so during gameplay he looks more like he should be during cutscenes where his skin isn't anywhere close to being THIS wrinkled (in both raster and PT versions)
>>
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>>733858661
Here's the webbum. BF1 all settings maxed out. I didn't play this game on release, only started this week, but the consensus today is that it was insane looking and looks better than some modern stuff, right?

I guess it's not a bad looking game but it disappointed me visually, and shit SSR like this completely takes me out of it. And no this isn't a visual bug or quirk of this map, it's how reflections look in other maps and in multiplayer too.

So yeah if if I'm stuck in a room with SSR, RT reflections and planar reflections and I have two bullets in my gun - I'll shoot SSR twice.
>>
I miss when I could run games at 900p on my old monitor with my shitty rig and everything was clean and crisp even at medium/low, now I have to run games at 2K and maximum otherwise they look like dogshit, and even then most of them still look like fucking dogshit
>>
>>733859989
Yeah, I remember my pc nearly dying when trying to run FEAR and Crysis. Shit blew my mind harder than when I tried running Quake on a Cyrix 6x86 266mhz.
>>
>>733861026
>you shouldn't complain because things used to be even worse!
you're right we should all just put our hands in our laps and go "gee I sure am happy with things just the way they are now!"
>>
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>>733825068
>windows
>>
The moment I see noise, I tend to just get so annoyed from seeing it constantly afterwards
>>
>>733861396
No, but we shouldn't go "gee everything sure was perfect back in the day" without scrutiny because you'll eventually end up having retarded golem children in 2050 saying "wow games in the 2020s were so optimized not like today!!"
>>
>>733825562
>>733825068
Path tracing prevents this model from having bug eyes? Fuck this, I just won't buy your game.
>>
>>733861136
last year people saw this exact thing happening in Oblivion and blamed framegen or dlss or whatever, it was always SSR (which in Oblivion's case made no sense because that game had forced Lumen but not for water reflections apparently)
>>
Now show what everything looks like in motion instead of obvious stills where it renders denoising on a freeze frame
>>
>>733830159
I don't remember my REAL LIFE METAL and MIRRORS needing to render at a fraction of the clarity and then get a photoshop hallucinagen filter applied over it just to work.
Give me back mirrored scenes and faked placements already.
>>
>>733844154
This game was so much uglier than the original btw
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>>733825068
>Here is the shadow's under the eyes of a character that you wouldn't ever notice in motion
>That will be 80% of your FPS+ 2k tip

Fuck I hate raytracingfaggot.
I do own an expensive card but I had used raytracing maybe for 5 hours total, out of curiosity. Absolutely inconsequential, useless feature of all time.
The most nothingburger tech of the decade. How people gaslight themselves to cocksuck a corporation is beyond .e
>>
>>733846379
If we can create draw distances for ease of hardware rendering how have we not made a selective drawn angle range depending on the users' location and angle viewing the mirror at?
>>
I have a 4090 rig but I bought the game for Switch 2 just for the keks
>>
>>733861136
this is just bad dlss, not the game's fault
>>
The real reason we don't see planar reflections or "render the room twice" reflections in modern games is because it's far too expensive in a deferred rendering pipeline. Re-rendering the scene requires repopulating the entire g-buffer, rerunning al geometry & lighting passes, all for the sake of a single reflective surface. This expense is multiplied exponentially for repeat reflective surfaces, since they need to self-reflect each other too. Once you understand this, you'll understand why ray tracing / path tracing have become widely adopted solutions, although they have their own technical limitations and a heavy performance hit. This isn't even getting into time cost.
>>
>>733863248
anon battlefield 1 released 2 years before dlss was even available. What you're seeing are visual artifacts caused by ugly screen space rendering.
>>
>>733863248
Battlefield 1 has no DLSS anon. What you see in that vid is just pure screen space reflections.
>>
>>733863254
now if only programmers and coders optimized games... imagine what we could do with much simpler tools
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>>733837508
>if you had a competent team
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>>733851979
you are comparing Kojima's kino to Crapcom's slop
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>7years ago
>>
How much processing power does Windows take to screenshot your monitor regularly, store it, and send that data to Microsoft?
>>
>>733825257
You dont know what the word Gimmick means

Before they used mathematics to simulate what realistic lighting would look like, now the light rays themselves are simulated in a realistic way

Simple math worked better and was more optimized. A more elaborate alternate process to reach the same goal, with the purpose of Novelty is the definition of Gimmick.
>>
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>>733845263
No, but my 4060(8gb) will

>>733846116
Only one way to find out
>>
>>733825338
>>733825257
Trvke nvke.

90% of a modern raster render pipeline is gimmicks. SSR is a gimmick. Phong lighting is a gimmick. Did you know in a raster light decrease in function of the distance, and not in function of the square of the distance? Light is a gimmick. Half the parameters in a texture are gimmicks. Bump maps are gimmicks. Plane reflection is a gimmick. The fucking dynamic shadow is a huge and complicated gimmick, actually.

Path tracing is removing all those gimmicks and saying "now we're just simulating photons", which is computationally very intense, but you can't get more true, or real, or simple, than literally just simulating photons.
>>
>>733859818
they clearly removed shadows and added blur filter on the third one
>>
>>733825068
If your engine doesn't have a basic fucking feature like full shadow casting lights, including multiple shadows per object from overlapping lights, I don't give A FUCK if you have gaytracing, GI, or if you can see the entire environment reflected in a metal spoon.
Die.
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>>733825068
>>733825138
>>733856641
Die, streetshitter.
>>
>>733868017
>quicksave game
>quickload it
>NPC's face is now a different ethnicity
>>
>>733868017
Seething amd poorfag.
>>
>>733826693
Yeah because the devs didn't bother with making proper lighting without path tracing, that's the whole point of the post
>>
>>733830057
its more than the left is too flat and distorts the perspective
on right with proper depth from shadows you can read her face shape better
>>
>>733844989
>I think the "sick" part is video artifacts.
pretty sure its denoising artifacts from low sample ray tracing
thats why ray tracing in games usually looks bad, either its too low sample, or its blurred up the ass in the denoising, finding a balance isnt easy
path tracing does a bit better job being more optimized ray tracing solution, but it is much more expensive for some reason, guessing higher initial overhead
>>
>>733845772
i would argue about that
its more that capcom has some of the best character artists working in the industry, the right one is plain up hollywood movie tier quality
>>
>>733856582
>>733852334
>How the fuck are these possible without NVIDIA GeForce RTX™ technology??
Its not, as in its not possible anymore.
Its basic render to texture trick in forward rendering, it dosnt work in modern deferred rendering tech.
>>
>>733851859
>DLSS
>frame gen
>>
>>733871994
amazing how much technology has advanced...
>>
>>733872197
I get 70-80fps on Cyberpunk with RT Overdrive at 1080p without framegen. Given RE9 isn't open-world and targets 60fps on a fucking Switch 2, hitting 100 average on the same card I have doesn't seem like a stretch given it forces DLSS Performance on PT.
>>
>>733872197
what about it
>>
>>733871994
Hitman is also deferred tho
>>
>>733859989
Crysis optimization is quite shoddy, I mean actual max setting was supposed to be played with something like 800x600, hardware from that era could get quite decent framerate. But game is single core.

Consoles and later ports as those are based off console release removed lot of features and toned down physics. Only way to get authentic toaster killer experience is get 2007 release.
>>
>>733849478
>without the burden of 10gb of baked lighting per gameplay hour
Yeah instead we get the burden of 80% reduced FPS, wonderful
Luckily it's also bundled with the tech that can turn those 20FPS into the worst 60FPS you've ever experienced in your life
>>
>>733825562
>don't bake lighting
>face looks like shit without blowing a breaker
woooow
>>
>>733872964
>baked lightning on a moving character
kek
>>
>>733872724
if it is then they do another render for the mirror, awful solution, your vram usage explodes and your fps is cut by 50%
>>
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>>733872956
Yes because 2TB games due to lightning data you cannot interact with is clearly better.
>>
>>733873237
There's a reason why the mirrors in hitman are so lowres, something these meme webbums avoid showing on purpose. I think it's like a quarter res from your choosen resolution
>>
>>733873327
At what fucking resolution are they baking those shadows? There's been open world games before with baked in shadows, not my fault ubisoft is fucking incompetent
>>
>>733825068
>off looks the most realistic
grim
>>
>>733853161
That's a very small and specific story-centric area that obviously got more detail.
You're not fooling anyone either.
>>
>>733873327
>being disingenuous to justify lazy cost cutting development
>>
>>733825132
In what fucking universe is path tracing not "proper lighting" you uneducated mouth breathing retard
>>
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>>733873686
What about it is disingenuous, you dumb jeet? they have the data on their website. There's huge issues with light textures you cannot interact with, you'll have to bake for every lightning changes, it adds up quick for a result that will never match RT. Even in the best cases the probe size is super low so you can't bake RT details on a microscale, best they tried to do is 1 meter big probes.
>>
>thread is full of broken English spewing retards defending games looking like liquid shit but slightly less shittier with meme technology enabled that offloads the cost of optimization to the consumer, because for some reason the ability to make functioning mirrors or lighting that doesn't rape your eyes is lost technology now
>>
>>733874059
>poorfag posting
>>
*sniff*
Smells like grifting YouTubers in here
>>
>>733873327
thats bullshit
maybe 2 years worth of compute time, but thats why you use render farms, then you do it in few hours
in fact other studios just leave it overnight, so when devs get back to work its already baked
>2tb
depends entirely on resolution, just bake general GI info, keep most shadows real time
>>
>>733874572
at least jewtubers have to attach video evidence to their claims, at least that's more than mentally ill cretins on /v/ just catapulting utter nonsense with zero weight behind it and expecting to be taken seriously
>>
>>733874656
I agree, I fucking hate it when poorfags mouth off
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>>733825068
I have seen decade old games that looked better than this.
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>>733843689
Silent Hill 2 Remake had raytrace reflections.



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