![]() ![]() It's also barely the same thing as ray tracing, as none of the complex shading or shadow generating parts of ray tracing are used. Ray casting is a common technique in games for anything visibility based and has been for many years. But that's nothing new, and is completely different to what RTGI is doing. ![]() What it does do is use ray tracing (referred to in this use case usually as ray casting) in order to calculate screen space reflections. If it were screen space then the RT hardware in RTX cards would not be able to accelerate it as it doesn't use the same algorithm. I don't know where you got the idea that it uses screen space ray tracing for global illumination, but it is factually incorrect. Even with screen space ray tracing, you realize how horribly wrong lighting is in games prior ray tracing. Also RTGI does have material recognition based on surface roughness and can create additional light reflection of surfaces. Looks pretty amazing, yet isn't entirely real. Shadow of Tomb Raider is using ray tracing, but is using screen space method. It's far too restrained by the lack of information at its disposal. But it's not the same, and it never will be. If the effect it produces is good enough for you then go ahead, enjoy! It's a cool technique, especially if he can improve the performance. And there's no way to get around this - the shader would need access to information beyond that which is provided by the gbuffer. It also has problems with volumes (fog/water) due to the shader not knowing that they should be treated differently to other objects, leading to the effects being layered on top of them, rather than behind them as would be natural. (The code is on github - I had a look and that's exactly what he's doing).įrom looking around a lot of people using RTGi complain at it oversaturating outdoor areas, which makes perfect sense due to how game designers normally light scenes (lots of tiny lights in places that aren't physcially possible). It's looking at the gbuffer and using that information to make an attempt at GI. ![]() It isn't performing an intersection test with triangles - it can't as it doesn't have access to them. That's it.īecause it doesn't have this information, it's not performing RT in the same way as RTX is. One value of each for each pixel on-screen. Unlike RTX, it doesn't know all the details about every object in the scene, all it knows is what's in the gbuffer: position, normals, albedo and specular. Similarly, the lighting isn't "accurate" because it's making assumptions about the nature of the objects in the scene due to not having all the information. ![]() So it can't be used to generate reflections of any parts of the environment that's not on the screen. You can't get physically accurate reflections because, as the name 'Screen Space' suggests, only the stuff that's on screen is usable. I generally enjoyed Crysis games so I wouldn't mind new proper game from this franchise.īear in mind that Screen Space RT can't ever produce the same effects as proper RT. Unless Crytek plans on releasing whole new game (and not just battle royale nonsense coz I hate that crap). I might just bolt RTGI on top of existing Crysis games and make them "next gen" myself. Besides, when you see RTGI in action, you sort of not even care it's screen space based when whatever you see in your view just feels so real thanks to physical lighting inside that field of view. Granted, this is screen space method, but I can't see it causing 70% performance drop by making it real ray tracing. I find it strange how ray tracing done in software is so stupid taxing in Crysis Remastered when RTGI shader works so fast in ReShade which are bunch of effects bolted on top without any special HW acceleration. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |