[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / s / t / u / v / vg / vm / vmg / vr / vrpg / vst / w / wg] [i / ic] [r9k / s4s / vip] [cm / hm / lgbt / y] [3 / aco / adv / an / bant / biz / cgl / ck / co / diy / fa / fit / gd / hc / his / int / jp / lit / mlp / mu / n / news / out / po / pol / pw / qst / sci / soc / sp / tg / toy / trv / tv / vp / vt / wsg / wsr / x / xs] [Settings] [Search] [Mobile] [Home]
Board
Settings Mobile Home
/v/ - Video Games


Thread archived.
You cannot reply anymore.


[Advertise on 4chan]


File: PR_Bleed2.jpg (1.72 MB, 1525x856)
1.72 MB JPG
how did they do this without raytrace?
>>
Mirrors
>>
>>741850110
screen space planar reflections
>>
>>741850110
that's not water that's a lake of mercury
>>
File: bing.webm (3.64 MB, 640x360)
3.64 MB
3.64 MB WEBM
>>741850140
are mirrors a lost technology?
>>
>>741850110
it's a lost technology, like greek fire
>>
>>741850110
what gaym ?
>>
>>741850315
you have to make a cubemap for each reflection and to make it accurate enough in a modern game that means basically every puddle
ray tracing does it in real time and stores it in the GPU's memory instead
>>
Copyback framebuffer. It's been a thing since GameCube.
>>
>>741850315
I still have no idea how mirrors work.
>>
>>741850419
it reflects light?
>>
>>741850456
This but in video games mirrors reflect code which makes it possible to see two models at once
>>
It's >>741850270

This is how they did it

https://remi-genin.github.io/posts/screen-space-planar-reflections-in-ghost-recon-wildlands/
>>
>>741850456
HOW THE FUCK CAN I SEE MYSELF?!
>>
>>741850541
the mirror's mirror neurons calculate how things would look from your perspective and render it appropriately
>>
File: 1659463348823396.png (138 KB, 1874x560)
138 KB PNG
>>741850419
>>
File: Screenspace vs Cubmap.jpg (2.94 MB, 2048x2304)
2.94 MB JPG
>>741850379
>basically every puddle
Not really, you just apply the same paralax cubmap to every puddle in the same area. Modern engines even do it for you, you basically just mark something as a replactive surface.
The problem is that this approach requires an IQ of a least 100
>>
File: cat_86.jpg (101 KB, 700x700)
101 KB JPG
>>741850523
sounds like too much extra work from developers can't we just toggle raytracing and pass the performance cost on to the consumer?
>>
>>741850694
>Digital Foundry called DD2 one of the best looking games of all time
RE Engine is basically all the cancer and AIDS of UE5 multiplied by 10.
>>
>>741850110
The map is doubled and reversed.
>>
>>741850774
No
>>
>>741850140
Mirrors don't exist in real life, how do they implement it in video games
>>
File: samus_reflection.jpg (37 KB, 640x480)
37 KB JPG
Once a frame is finished rendering, the GPU draws it to the EFB, then copies it into the XFB in main RAM so the Video Interface (VI) can scan it out to the TV or Monitor.
>>
>>741850694
>Screenspace vs Cubmap
It just occurred to me: why is Screenspace Ambient Occlusion always shortened to SSAO? Shouldn't it be SPAO?
>>
File: 3768760_20260603012139_1.png (2.69 MB, 1920x1080)
2.69 MB PNG
Holy shit
>>
>>741850931
sorry this is one of the most retarded posts I've ever made on this website
>>
Its funny people think OP's pic is a cubemap or just double rendering when ite just a screen space effect that isnt shit
>>
>>741851001
Reflections are basically copy paste of the framebuffer since Radeon in 2000.
>>
>>741850523
Neat. Why hasnt this been used more?
>>
>>741850694
those aren't going to look good and every puddle may as well be mud. handcrafting cubemaps and even applying them liberally is just not worth it anymore. SSR (which is unreadable garbage) for the poors and ray tracing for those who can afford it is the most cost efficient way to develop
>>
>>741850110
the water renders the scene another time, usually at a lower resolution. this is the tradeoff you have to make. old games could do these cool effects, but you couldn't have it everywhere. you couldn't have that reflection effect on a bunch of different shaped surfaces, only on the water. with path tracing and ray tracing, anything can be fully reflective and accurate. however, as we've seen in many games, devs still tend to make those reflections lower quality and lacking in certain effects and objects to save performance.
>>
File: 1771294410208410.gif (2.56 MB, 1229x1218)
2.56 MB GIF
>>741850987
Very good of you to admit it, I was about to lambast you for being incapable of basic word seperation.
>>
File: SSPR_MultiplePlanes.jpg (825 KB, 1524x817)
825 KB JPG
>>741851231
they could though
>>
>>741850694
The problem is right there in your image anon, it looks like low-res dogshit and high resolution cubemaps take up too much storage/bandwidth
>>
>>741850931
>Screens Pace Ambient Occlusion
KEEEEK
>>
Wildlands was ubisofts last good game they made
>>
>>741850595
HOW THE FUCK IS THAT POSSIBLE?!
>>
Mirrors are more fun than television.
>>
>>741850987
I get it, but buddy, you've got to get some sleep soon
>>
File: 20250907000628_1.jpg (882 KB, 3840x2160)
882 KB JPG
>>741850945
ayo wtf this 2010 did the raytrace
>>
>>741850694
>>741851447
It's also not handling dynamic reflections, notice the raft has no reflection at all.
Dynamic cubemaps are possible, but then that is 6 captures of the environment surroundings that have to be captured multiple times per second. In an outdoor scene like that one, the performance cost to do this is astronomically high. That's why developers will default to either screenspace reflections, or raytracing.
>>
>>741851226
>for those who can afford it
If I wanted to feel like a poorfag who needs to use upscaling and fake frames, I wouldn't have bought a 5070 to begin with. Optimize your game, Ranjeet.
>>
>>741851315
>SSPR
alright so apparently that's a screenspace effect, so the same rules don't apply. does it work at any angle though? the issue with screenspace reflections is that they rely only on what the player can see.
>>
File: real life.jpg (138 KB, 864x576)
138 KB JPG
>>741851447
>it looks like low-res dogshit
Trying going outside for once, you fucking nigger.
>>
>>741852350
that obviously looks way better though, are you blind?
>>
>>741852350
youve cemented your position with your initial poopoo ass example
>>
File: 35353.jpg (140 KB, 756x749)
140 KB JPG
why can't we just use SSR and then just DLSS5 or whatever AI shit to recognize the errors in it and adjust it like recognizing that something that's infront of the reflective surface shouldnt be reflected? Wouldn't that be way faster than pathtracing the whole world?
>>
>>741852350
>He intentionally set reflections in real life to 'low'
>>
>>741852641
there isn't an AI built to do that in realtime
>>
>>741851578
Silver paint has higgs boson particles in it
>>
>>741853020
DLSS5 is trying to do that. I just wish it didnt do the generic AI face thing.
>>
>>741850987
It was funny man dont worry about it
>>
>>741850419
A common solution is to create new textures for each frame and apply them to the mirror.
Basically, the game renders the scene as it would appear from the mirror’s viewpoint and saves this rendering.
Then it renders the game itself, but it takes the previous rendering, and applies it as a texture to the plane that forms the mirror. So, in reality, mirrors in games are more like a television screen than a real mirror. If a VR game uses this solution and you look into the mirror, the image in it will be 2D, rather than 3D as you would expect in the real world.
>>
>>741852641
This retard think DLSS is actually intelligent or has ai in it
lol
lmao
>>
>>741850987
We've all done it.
>>
>>741851447
FC4 was released when 2GB was the average VRAM on a GPU.
>>
File: file.png (1.77 MB, 1280x720)
1.77 MB PNG
>>741862235
okay, and?
>>
>>741862330
Try making a point next time, retard.
>>
>>741863193
The water looked like shit, where are the reflections?
>>
File: pantsu.jpg (180 KB, 1280x1024)
180 KB JPG
it's a mystery
>>
File: 1443944337890.webm (1.95 MB, 1280x646)
1.95 MB
1.95 MB WEBM
How did they do this without memetracing?
>>
>>741850523
>this is the only post
For fuck's sake, I was hoping here would be more stuff about GRLW graphics tech.
>>
>>741863895
by having it run at a 34fps average
>>
>>741862330
>PS3's 0.2KB of VRAM isn't enough for cubemaps
Do you have a point or are you going to post a screenshot of ratracing running on a PS3?
>>
>>741850361
looks like ghost recon wildlands to me but no clue
>>
>>741864328
That's already significantly more than the human eye can see.
>>
>>741864372
nice low-res cubemap, the gunshot ripple reflection doesn't even make sense.
>>
>>741864518
>nice low-res cubemap
Higher res than Cyberslop's low-sample raytracing
>>
>>741864635
>raytracing
>not using pathtracing
ah I see, it's just a poorfag seething.
>>
File: file.png (489 KB, 609x741)
489 KB PNG
>>741863895
Like this
>>
>>741863895
>god rays and blur
I don't get it
>>
>>741862235
well the game looks like it can run on a 2GB vram GPU
>>
>>741850110
Water reflections don't look like that.
>>
>>741865282
You look brown.
>>
>>741865735
i look like that
>>
File: 1768019718143568.png (2.75 MB, 2048x1152)
2.75 MB PNG
>>741866379
Cry, faggot. It barely looks decent for a 2014 game
>>
>>741850110
if the source of light doesn't move you don't need ray tracing
>>
>>741866540
you will never be a lake
>>
>>741867305
80IQ opinions do not matter.
>>
>>741850110
GTA 6 will look like this
>>
File: 1751891185794451.jpg (1.35 MB, 3840x2160)
1.35 MB JPG
>>741867908
opinion of a poorfag who's never touched a game that came out after 2018 matters even less
>>
File: file.png (37 KB, 251x251)
37 KB PNG
>>741867305
>>741868496
HORRIBLE water
>>
File: 2004_w.jpg (536 KB, 1920x1080)
536 KB JPG
>>741850110
How did they do it without raytracing?
>>
File: 1763407091924202.png (601 KB, 1000x886)
601 KB PNG
>>741864687
>Pathtracing
You know Cyberslop still uses de-noising algorithms for its shitty low sample pathtracing, right?
>N-NOT ON MY MACHINE!
Cool story bro, how much did your RTX 8090 cost you?
>>
File: file.png (3.88 MB, 3840x2160)
3.88 MB PNG
>>741873079
OK, and?
>>
>>741868496
>That plastic looking water
What PS3 game is this so I can avoid it?
>>
>>741850419
like this
>>
>>741873445
damn that's some nice rendering, what software was used for this?
>>
>>741873158
Cyberpunk has to be one of the ugliest looking games in the past decade, I have no idea when Digital Niggery keeps jerking it off.
>>
>>741873590
nice try
>>
File: 1766334971642602.jpg (1.68 MB, 3440x1440)
1.68 MB JPG
>>741873590
looks decent on my machine
>>
>>741863891
G-game??????
>>
>>741873874
>looks decent on my machine
Can you post a screenshot from your machine?
>>
>>741873158
>>741873874
Can can't tell if these posts are meant to be bait or not.
>>
>>741875692
take an eye test
>>
>>741850140
>>741850315
>>741850419
How Can Mirrors Be Real If Our Eyes Aren't Real?
>>
>>741875607
see >>741873874
>>
File: crystal clear.jpg (2.14 MB, 3840x1644)
2.14 MB JPG
>>741875769
Bait it is then, I guess.
>>
>>741876038
KCD2 is a great looking game as well, what's your point?
>>
>>741876038
It looks good but comparing it to CP77 and saying it looks better is just retarded. They're completely different
>>
>>741876439
also the thread topic was reflections/raytracing
>>
>>741851753
but can you do this?
>>
File: CDWater.jpg (2.38 MB, 5000x1928)
2.38 MB JPG
>>741876038
Western studios have been taken over by jeets.
>>
>>741876993
Doesn't this game have mandatory raytracing? Lmao.
>>
>>741877240
cybersisters...
>>
>>741877240
nice water reflections, are they dynamic?
>>
File: 235253.jpg (713 KB, 3840x2160)
713 KB JPG
>>741876993
>>
>>741850110
Water doesn't look like this.
>>
>>
The reflections look more saturated for some reason.
>>741877860
True but it still looks better than SSR and cube maps. Ray tracing with that amount of detail isn't possible for most people either.
>>
>>741850110
>reflection doesn't have antisoul gas
>looks better
why they keep using antisoul
>>
>>741877713
That looks like Crimson Desert. It uses a mix of ray tracing and ssr for reflections. I remember the beach town using very obviois ssr for distant reflections and they were kind of fucked up by nearby reflections look good
>>
>>741850110
Why is the distant horizon and mountains visible in the reflection at this angle?
>>
>>741850110
what game?
>>
>>741873874
how many frames per minute
>>
>>741886143
around 4800
>>
>>741850694
This post is going to make the jeets seethe
>>
>>741863895
>>741864328
>>741864768
memetracing gives the same performance
>>
>>741863895
I means it's just a water filter and some god rays.
>>
>>741864768
>2560x1600
Who the fuck played in that resolution? I don't exactly remember what I had back then but 1280×960, 1600x1200 or 1080p were definitely more common back then.
>>
>>741877979
kek thats hilarious. i love stuff like this. do you have more?
>>
>>741851114
because the rendering pipeline has gotten so complex that rendering the same scene twice to have reflections is a no-go.
>>
>>741884242
>It uses a mix of ray tracing and ssr for reflections.
makes sense.
raytracing would get ridiculously intensive at that draw distance for those buildings
>>
>>741891487
way to out yourself as a poorfag in the early 2010's anon.
>>
>>741891506
shit covered hands typed this
>>
007: First Light had the best reflections I've seen in a modern game in a long time... and they don't use it a single time for gameplay.
>>
>>741891761
He gave you an actual answer, the fuck more do you want retard?
>>
>>741892003
>deleted
new jeet janny I see, lmao
>>
>>741891506
>we were then able to generate any water reflection surface for a cost of 0.3~0.4 ms on consoles at 1/4 resolution.
>on a ps4
Yeah I am sure path tracing is way more performance efficient than that.
>>
>>741850743
surely using more electricity to draw a game world is bad for the environment



[Advertise on 4chan]

Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.