this post was submitted on 23 Jun 2025
723 points (97.8% liked)

Greentext

6586 readers
1097 users here now

This is a place to share greentexts and witness the confounding life of Anon. If you're new to the Greentext community, think of it as a sort of zoo with Anon as the main attraction.

Be warned:

If you find yourself getting angry (or god forbid, agreeing) with something Anon has said, you might be doing it wrong.

founded 2 years ago
MODERATORS
 
(page 2) 50 comments
sorted by: hot top controversial new old
[–] [email protected] 1 points 5 days ago

Meme creator is clearly blind.

[–] [email protected] 7 points 5 days ago

as someone who has worked in visual fx for 20 years now, including on over 15 films and 8 games, raytracing is most definitely not simply a marketing tool.

[–] [email protected] 6 points 5 days ago (1 children)

Ray tracing is just a way for nvidia to proprietize a technology then force the industry to use it all to keep Jensen in leather jackets. Don't buy his cards; he has too many leather jackets!

[–] [email protected] 7 points 5 days ago (1 children)

amd cards can handle raytracing too though.... soooooo.

[–] [email protected] -1 points 5 days ago (2 children)

As I'm sure you already know the proprietary part comes from the implementation and built in hardware support for said implementation, which AMD is not compatible with (not in any usable way at least)

[–] [email protected] 8 points 5 days ago

AMD also has hardware support for raytracing and both are using the same API for raytracing. Nvidia just has a head start and deeper pockets.

This isn't Cuda or Gameworks where the features depend on Nvidia hardware, it's more like Tessellation where they can both do it but Nvidia cards did it better so they pushed developers into adding it into games.

load more comments (1 replies)
[–] [email protected] 12 points 6 days ago (3 children)

Skyrim has "ray traced" shadows in certain places and works great. I was in a cave once and hiding behind a cliff. An enemy was wandering around the next room and I was able to use the shadow cast on him by a torch to observe his movements without having his actual body in my field of view.

All this modern RT nonsense does is make things look slightly better than screen space reflections and tank performance.

[–] [email protected] 7 points 5 days ago (1 children)

I would expect that to be a normal rasterized shadow map unless you can find any sources explicitly saying otherwise. Because even 1 ray per pixel in complex triangulated geometry wasn't really practical in real time until probably at least 2018

[–] [email protected] 1 points 5 days ago (1 children)

I'm not sure how it worked, all I know is that it was real time and would react to player models, enemies or other things that would move in unpredictable ways, but only for specific light sources.

load more comments (1 replies)
[–] [email protected] 3 points 5 days ago* (last edited 5 days ago)

Since you can achieve that effect with only a few rays traced instead of hundreds used for soft shadows. But honestly, the same effect could be achieved dynamically with maybe 10 rays and a blur filter.

[–] [email protected] 22 points 6 days ago (2 children)
[–] [email protected] 8 points 5 days ago

It is unknown why it has this function, or why Bethesda left it in

Just Bethesda things

[–] [email protected] 1 points 6 days ago (2 children)

I've seen the effect in other places, though I guess technically they can stick that torch wherever they want as you explore.

load more comments (2 replies)
[–] [email protected] 17 points 6 days ago

I never turn it on, the visual difference is too unimportant to warrant such a huge cost in hardware resources (and temperature). It looks different if you have side-by-side screenshots, or if you turn it off and on in-game, but if the difference is several orders of magnitude too slight to be worth it. Higher frames-per-second is more important than realistically-simulated light beams. You can't really have both in large AAA games.

[–] [email protected] 2 points 6 days ago (1 children)

The Finals uses rxgti and the only difference between raytracing off and on is the speed at which the lighting changes within a scene.

I see little benefit from raytracing in many games. And would prefer the implementation be used in other games.

[–] [email protected] 1 points 5 days ago (1 children)

I haven't played the finals myself but as of the pre-release version when I watched a video about it lighting didn't update at all without raytracing enabled. It is pretty hard to get any sort of dynamic lighting without raytracing. If not impossible, depending on how you define raytracing. But basically if they have a dynamic lighting feature that works without 'raytracing' they have to create a whole other GI system using world-space probes and maybe even dynamically voxeliIng the entire scene. Neither of which are easy on performance, but usually not as bad as normal hardware RT and restir. Neither of those are good at reflections or fine detail, which is why games that want to look better than that usually switch to doing it the normal way.

[–] [email protected] 1 points 5 days ago (1 children)

I think they're using the SHaRC implementation in RXGI for when you disable raytracing.

They're forthcoming about using rxgi. That said it does work very well even on non-raytracing capable hardware.

load more comments (1 replies)
[–] [email protected] 34 points 6 days ago (10 children)

Soooo, there's a missing part here. The point (and drive) behind raytracing isn't making games beautiful, it's making them cheaper and less man-hour intensive to make/maintain.

The engine guys spend manyears every year working on that non-raytraced engine so it can do 150. They've done every cheat, every side step, and spent every minute possible making it look like they haven't done anything at all.

The idea is that they stop making/updating/supporting non-raytracing engines and let the GPU's pick up the slack. Then using AI to artificially 'upgrade' the frame rate with interpolation.

[–] [email protected] 4 points 5 days ago

To see how far rasterization has been stretched, and how that holds back development - Path of Exile 2 has a tech talk about their bare minimum settings. Artists weren't allowed to rely on anything that could be turned off. They begged the programmers for specific gimmicks, and turned that cheap nonsense into a million blades of grass, raymarched cracks in translucent ice, and soft shadows with no Peter Panning.

Or, picking one specific trick: ambient occlusion was half of why Crysis humbled $5,000 PCs. There's a slide deck for how a superior version of the same effect was achieved in Toy Story 3 on the Wii.

Real-time raytracing was unobtanium for decades because we kept moving the goalposts. The entire 3D games industry is built on cheating around simple parallel techniques being too expensive. By the time hardware catches up to where doing something the simple way is feasible, complex software has faked a wild variety of other effects. Meanwhile: games are designed to rely on what's available. All of the tells for proper path-traced lighting have either been faked or avoided. Games don't even do mirrors, anymore.

There's a reason RTX shows off games from the late 1900s.

[–] [email protected] 4 points 5 days ago

It's not just a time limitation either tho, it also opens up a lot of room for artistic direction and game design

I don't think you could possibly make something like Control's shiny black blocks world look decent without raytraced reflections.

Also anything with significantly large dynamic geometry usually either needs like half of the level file size to be duplicated for every possible state, or some form of raytracing, to work at all. (There's also things like voxel cone tracing that do their own optimized tracing but they also don't really work in 100% of situations and come with their own visual downsides)

[–] [email protected] 18 points 6 days ago (1 children)

Don't forget that temporal smear. I like to apply vaseline directly onto my monitor instead.

[–] [email protected] 4 points 5 days ago

Don't forget the 10 shadow copies of my car/weapon following me around. It's like someone really liked having a trailing mouse cursor and thought everything should have it

load more comments (7 replies)
load more comments
view more: ‹ prev next ›