INFINITE RAYTRACING in Metro Exodus Enhanced Edition

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  • เผยแพร่เมื่อ 9 ก.ค. 2024
  • This video is a paid promotion by Nvidia. In it, I investigate the graphics in Metro Exodus, Enhanced Edition.
    0:00 - Enhanced Edition ALREADY?!
    2:59 - Global Illumination
    10:55 - DLSS
    15:11 - VRS
    16:17 - Raytracing again
    17:25 - Reflections
    19:10 - Ripples!
    19:23 - Conclusion
  • เกม

ความคิดเห็น • 594

  • @DigitalFoundry
    @DigitalFoundry 3 ปีที่แล้ว +1549

    Nice video!

    • @araghon007
      @araghon007 3 ปีที่แล้ว +182

      Oh god, how are you guys not verified

    • @utarefson9
      @utarefson9 3 ปีที่แล้ว +39

      Upvoting so 2kliksphilip will see this

    • @seamon9732
      @seamon9732 3 ปีที่แล้ว +61

      Sponsored Nvidia Video
      Digital Foundry likes it
      It checks out...

    • @SimplexPL
      @SimplexPL 3 ปีที่แล้ว +10

      Perfection.

    • @fuongbregas
      @fuongbregas 3 ปีที่แล้ว +19

      Always a pleasure to have our board of directors pay us a little visit.

  • @DeSinc
    @DeSinc 3 ปีที่แล้ว +1115

    the jumpscares with that music over and over no matter where you went was so funny

    • @bobnotcoolbruh3608
      @bobnotcoolbruh3608 3 ปีที่แล้ว +8

      You might as well make a music video out of it

    • @joeshittheragman172
      @joeshittheragman172 3 ปีที่แล้ว +6

      Desinc waer hahlf loife twou wideoh??????????

    • @Willian774
      @Willian774 3 ปีที่แล้ว +1

      That was what got me into the video

    • @L0neFollow3r
      @L0neFollow3r 3 ปีที่แล้ว

      @peldik vmark 4000 GOTTI

    • @jetstreak2786
      @jetstreak2786 3 ปีที่แล้ว +7

      Why don't you accelerated backhop
      *into some bitches*

  • @GreenDave113
    @GreenDave113 3 ปีที่แล้ว +792

    Masterpiece of a video. The in-depth graphical analysis paired with jump scare jokes and other humor..
    This is peak _kliksphilip.

    • @RealGoOhm
      @RealGoOhm 3 ปีที่แล้ว +7

      Petition for Philip to make a peak_kliksphilip channel to upload this kind of gold (like a month after its released to not mess with viewership). All in favour say aye!

  • @kizuati
    @kizuati 3 ปีที่แล้ว +894

    I loved this video. The ongoing jumpscare gag was dope.

    • @rijulkr
      @rijulkr 3 ปีที่แล้ว +5

      Like Lenovo in VR comparison video

    • @JayanthRajakumar
      @JayanthRajakumar 3 ปีที่แล้ว +5

      @@rijulkr *Leenwo

    • @radiosification
      @radiosification 3 ปีที่แล้ว +11

      I wouldn't even say it's a gag. The game is really like that, and I hated it (yet I was still into the story enough that I finished it)

    • @kizuati
      @kizuati 3 ปีที่แล้ว +1

      @@radiosification i disagree
      besides there were quite a few moments where it was "fake" so it is a gag haha

    • @radiosification
      @radiosification 3 ปีที่แล้ว

      @@kizuati Well, I guess he did play it up, but my point was that it seems a pretty accurate review of the game to me!

  • @Pilps
    @Pilps 3 ปีที่แล้ว +160

    That jump scare intro segment at the start was just hilarious, the gag kept getting funnier throughout the video

    • @piscessoedroen
      @piscessoedroen 3 ปีที่แล้ว

      I know exodus have that intro sequence, but i didn't expect for it to be that much in a single segment

    • @emrecanarduc4378
      @emrecanarduc4378 3 ปีที่แล้ว

      Sir pilps howdy?

    • @uniqhnd23
      @uniqhnd23 2 ปีที่แล้ว

      @@piscessoedroen The next ones aren't jumpscares. You can clearly see them coming out with a noise queue while playing.

  • @sode07
    @sode07 3 ปีที่แล้ว +191

    "The room, bathroom, or basement" Had me smiling in the basement

    • @silasheuser6822
      @silasheuser6822 3 ปีที่แล้ว +4

      I was sitting on the toilette like damm

    • @Geddy135
      @Geddy135 3 ปีที่แล้ว +1

      all my windows are blacked out so I couldn't appreciate the proper ray traced lighting :(

    • @NickNoobles
      @NickNoobles 3 ปีที่แล้ว +1

      @@silasheuser6822 same

  • @Vitoreo
    @Vitoreo 3 ปีที่แล้ว +225

    2 videos about ray traceing in 48 hours... I bet today is a "golden star" day.

    • @Dapplication
      @Dapplication 3 ปีที่แล้ว +7

      This video probably took him atleast a week. Other videos were a bit bonus videos while this was carefully made.

    • @von...
      @von... 3 ปีที่แล้ว +1

      escape from tarkov vibes

  • @Ralofguy
    @Ralofguy 3 ปีที่แล้ว +105

    It's always been the trees. From Hammer to DLSS 2, those trees just want to see the world burn.

    • @ppurpleduck
      @ppurpleduck 3 ปีที่แล้ว +6

      burn them back

    • @LighterST
      @LighterST 3 ปีที่แล้ว +14

      Wake the fuck up, DLSS.
      We've got tree branches to render.

    • @busteraycan
      @busteraycan 3 ปีที่แล้ว

      How will he -die- upscale!?

  • @johnclark926
    @johnclark926 3 ปีที่แล้ว +408

    Philosophical question: if you could disable ray-tracing in real life to gain performance, would you?

    • @asmallphd9648
      @asmallphd9648 3 ปีที่แล้ว +164

      you literally wouldn't be able to see.

    • @lukeyskywalker1251
      @lukeyskywalker1251 3 ปีที่แล้ว +84

      What is better performance when we see in infinite frames per second with perfect anti aliasing. If the graphics are this good with ray tracing, think I’ll stay.

    • @MarcinSzklany
      @MarcinSzklany 3 ปีที่แล้ว +162

      Do you have performance issues irl?

    • @vitorklock2118
      @vitorklock2118 3 ปีที่แล้ว +47

      @@MarcinSzklany My man asking the real questions

    • @Lyazhka
      @Lyazhka 3 ปีที่แล้ว +81

      probably, because right now i have to render the image in lower resolution and upscale it with G-la-SS which can cause stuff like dust noise and blurry fingerprints artifacts

  • @cosmovski
    @cosmovski 3 ปีที่แล้ว +86

    As soon as I heard infinite bounce lighting I started writing a paragraph about how this is ridiculous as It would take infinite time to finish, and then you said the one ray per pixel per frame and my whole comment was rendered pointless (no pun intended). Thanks for being so thorough Phillip, you ruined my comment.
    I feel like when we get to the point of going for 2 bounces per frame our games are going to be made a whole hell of a lot more stunning. Realistically you rarely need more than about 16 bounces of lighting for most scenes and limiting the amount of bounces could actually improve the feeling of it needing to settle or warm up. I personally only ever go over 8 bounces of light in any of my renders (i do CGI stuff for uni) when I'm doing volumetrics (explosions and clouds mostly) or if I'm using complex glass structures or diffuse objects with lots of deep cracks and crevices. Most scenes can really get away with 4 or 5 bounces.
    You could definitely do a video exploring this for people who would be interested with blender (octane have a free blender release with their renderer too) or cinema4d, or even the edu version of houdini (that comes with mantra and solaris). This would allow you to explore how many bounces you would realistically need to light a scene quite easily. PBR textures are very simple to configure and find online aswell as pre-made objects on websites like polyhaven. Could definitely be a interesting video for people who haven't played around with light bounces manually. If you were interested in making this sort of video I'd be more than happy to slide into your emails and provide any help you may need with software or scenes if you needed it, or could do with it.
    Also the dancey music music in the video slapped

    • @cosmovski
      @cosmovski 3 ปีที่แล้ว +10

      @@2kliksphilip thats fully understandable tbh it would be a bit of a mission for sure. I might make a quick scene and pump out a few renders and drop a link to an image collection or something to illustrate differing levels of bounce and where it really needs to be for most situations. Pretty busy this week though so it wouldnt be for a minute or two

    • @araghon007
      @araghon007 3 ปีที่แล้ว +6

      Honestly the most impressive thing about real-time raytracing is the fact that they can get away with using so few samples per pixel. The denoising they do is really awesome

    • @Buttersaemmel
      @Buttersaemmel 2 ปีที่แล้ว

      so you say you use more than 8 bounces only "when I'm doing volumetrics [...] or if I'm using complex glass structures or diffuse objects with lots of deep cracks and crevices".
      to put it simple: on complex objects.
      and i don't know how you could do that but with what you wrote in mind wouldn't it be best to only do the 4 bounces but do extra bounces (up to a maximum of 8) on complex objects?
      so that your game decides the complexity of a surface the ray hits and by this dynamicaly adjusts the number of bounces of that ray?
      maybe if it hits a complexe object and bounces in a way that it hits the same object again then it gets an additional bounce added and this can happen again and again up to a set maximum.
      i'm a real noob with raytracing but at least that would be my approach from what knowledge i gathered up until now.

  • @ShawFujikawa
    @ShawFujikawa 3 ปีที่แล้ว +33

    That jumpscare at 18:28 was so severe I got jumpscared too lol.

    • @kajmak64bit76
      @kajmak64bit76 3 ปีที่แล้ว

      Same lol

    • @jetstreak2786
      @jetstreak2786 3 ปีที่แล้ว +2

      _You can see its shadow move over him and its wing just in view a few frames before._

    • @mtechgamings4705
      @mtechgamings4705 ปีที่แล้ว

      Yeah and the music when a jumpscare appears

  • @TUNK92
    @TUNK92 3 ปีที่แล้ว +71

    18:24 That one made me jump!

    • @vgaggia
      @vgaggia 3 ปีที่แล้ว +8

      Same only one that did as well.

    • @MartinHerchel
      @MartinHerchel 3 ปีที่แล้ว +2

      Made me jump too.

    • @EricPlayZ132
      @EricPlayZ132 3 ปีที่แล้ว

      same lmao

    •  3 ปีที่แล้ว

      same

  • @Patchnote2.0
    @Patchnote2.0 3 ปีที่แล้ว +78

    This is one of your best works yet for this channel. Easily digestible, funny (but not overdone), and well paced. Overall well rounded.

  • @HCDGUINN355
    @HCDGUINN355 3 ปีที่แล้ว +13

    I like that you start of with telling us, that the video is promoted. It makes me watch the video even more, since I do know you are not trying to trick people. Because you are honest to your audience, you are one of the good YTs.

  • @Addsomehappy
    @Addsomehappy 3 ปีที่แล้ว +89

    I really love the jumpscare gig, made me giggle every time

    • @unadventurer_
      @unadventurer_ 3 ปีที่แล้ว +3

      It made me jump, scared!

  • @fregus.
    @fregus. 3 ปีที่แล้ว +15

    i think this is one of my favourite videos from you, philip. The in-depth analysis, the humor, perfect.

  • @_gamma.
    @_gamma. 3 ปีที่แล้ว +13

    Walking under that guy's hand and getting head scratches was so funny

  • @KaaptnIglo
    @KaaptnIglo 3 ปีที่แล้ว +21

    At first, I thought Ray-racing was gimmicky, but video after video, you showed me that it's pretty fascinating.
    Can't wait to have the proper graphic card, enable raytracing, and start looking at walls too \o/
    Thanks!

  • @doodelbopgames
    @doodelbopgames 3 ปีที่แล้ว +27

    nvida literally just gave you money to do something you were gonna do anyways

  • @a_wild_Kirillian
    @a_wild_Kirillian 3 ปีที่แล้ว +2

    Beautiful video. You just make it a charm to watch your videos on any topics you're interested.

  • @runforitman
    @runforitman 3 ปีที่แล้ว +4

    your comedic timing has been really on point this past year

  • @Caplin94
    @Caplin94 3 ปีที่แล้ว +42

    03:50 Sorry to be "that guy", but if light wouldn't bounce, then that image would be completly black and you would only be able to see direct lightsources. This image would be correct if light still could bounce one time.

    • @armadillito
      @armadillito 3 ปีที่แล้ว +3

      Yeah, his meaning was clear enough - he removed all indirect illumination which is the result of "light bouncing". Of course to view even direct illumination light needs to be reflected!

  • @olemardy
    @olemardy 3 ปีที่แล้ว +4

    There is someting about your videos that distorts my perception of time. This 20 minute video was over in what felt like 4-5 minutes and only left me wanting more. Keep them coming, I look forward to every single one.

  • @hotmailcompany52
    @hotmailcompany52 3 ปีที่แล้ว +36

    I've always found the "old" methods (without raytracing) to be too dark all the fucking time lol have to wonder around indoors with a torch even though its day outside...

    • @RealGoOhm
      @RealGoOhm 3 ปีที่แล้ว

      *Rust*
      But it's the opposite with the old tech having lights go through walls lol. The problems with the old hacky ways of doing things defo are worse than the artifacts and slower lighting reaction times those things can be worked on really hope ray tracing keeps coming although I understand with all the GPU shortage stuff, along with console scalping, atm developers are hesitant to implement it. I hope this situation doesn't stop the PC space getting plenty more titles with RTX included but I'm a little skeptical. I think we are just way ahead of ourselves a little bit but it's exciting never the less.

    • @Axymerion
      @Axymerion 3 ปีที่แล้ว

      @Bilbo Faggins I'm gonna disagree on that one chief.
      This is a desert environment (mostly cloudless weather, bright sunlight). IRL the light would reflect from the white-ish sand, and wouldn't loose much of it's intensity making the room lit brightly (the walls are painted white, so not much light is required to make it bright) and this is exactly what we see in the game.
      We all were indoctrinated into perceiving game worlds in a certain way. This includes lighting, of course. Screen space techniques and approximations made us think "this is the way it should look", even if it doesn't look anything similar to real life. And then came RT with the ability to mimic real life, but it met a resistance with people, cause it is "too real". I hope more games adopt Global Illumination, because I just finished the Enhanced Edition and it looked beautiful all they way through.

    • @ivyssauro123
      @ivyssauro123 3 ปีที่แล้ว

      @Bilbo Faggins I agree, very well put.

    • @ivyssauro123
      @ivyssauro123 3 ปีที่แล้ว

      @@Axymerion Have to disagree, I live in a semi-desert envioment with "mostly cloudless weather, bright sunlight" and it does not look like that, indoors is much darker than outside, stagginringly so, and the light is softer and less colored than what we see here.
      It's pretty amazing, but kind of overdone and needs to be tweaked to achieve photorealism.
      Realism just makes us go "wow that looks real" not "Hmm this looks off but i'm being *told* it's more realistic", chief.

    • @-nuclearwaste3593
      @-nuclearwaste3593 3 ปีที่แล้ว

      ​@@Axymerion nah, i live in a desert sandy environment and have gone into abandoned buildings. Its not this bright inside. Old way was better. Cheeki breeki iv damke

  • @Popkorn28
    @Popkorn28 3 ปีที่แล้ว +7

    Normally don't comment but wanted to tell you that you always manage to peak my interest no matter how little the subject would normally initially interest me. You're consistently outputting original interesting videos :)

  • @LetrixAR
    @LetrixAR 3 ปีที่แล้ว +8

    18:27 - That startled me, even when I saw it coming

    • @SahilP2648
      @SahilP2648 3 ปีที่แล้ว

      I thought it was some random piece of cloth flapping in the wind before xD

  • @Jawsbyte01
    @Jawsbyte01 2 ปีที่แล้ว

    Just discovered your channel recently Philip, your videos are super interesting and well done!

  • @Slamraptor
    @Slamraptor 2 ปีที่แล้ว +1

    You definitely get a sub for mentioning the water in Trespasser (: I spent hours playing around with the ripple effects at the secret camping scene on the first map.

  • @sgtmaggi
    @sgtmaggi ปีที่แล้ว

    The running joke about the jumpscares was really welcome and well done

  • @francesboy2
    @francesboy2 3 ปีที่แล้ว +4

    I originally thought ray tracing (or I guess more accurately path tracing) was a gimmick when the 20XX series cards were announced, but after seeing all the comparison videos Phillip has released I'm completely sold. Everything looks so much better with raytracing on.

  • @engineergaming3820
    @engineergaming3820 3 ปีที่แล้ว +26

    I just noticed that I never heard Philip's angry voice, never heard his nervous voice, never heard his voice in any emotion other than scrip reading.

    • @engineergaming3820
      @engineergaming3820 3 ปีที่แล้ว

      @Taistelu_pelto not his real emotions tbh

    • @3xtan327
      @3xtan327 3 ปีที่แล้ว

      You should watch him featured on other channels

  • @SpanSpasties
    @SpanSpasties 3 ปีที่แล้ว +1

    Awesome video, this one and the digital foundry one complement each other beautifully.

  • @snowballeffect7812
    @snowballeffect7812 3 ปีที่แล้ว +2

    the jump scare and the music combination is the funniest thing i've seen on here in a while lol.

  • @kennytvn
    @kennytvn 3 ปีที่แล้ว +3

    poor philip, not even the beautiful desert could give him a moment of relaxation

  • @haraldwergeland
    @haraldwergeland 3 ปีที่แล้ว +1

    This video contains much better explanations about ray tracing than the hl and cs videos. You even mentioned the difference between screen space (ray traced) and proper ray traced reflections! Ty philip :)

  • @Basket_Propellors
    @Basket_Propellors 3 ปีที่แล้ว +4

    Watching Philip get scared of the Demons or the Hansa train is so entertaining

  • @jacksonx7251
    @jacksonx7251 3 ปีที่แล้ว +15

    Metro Exodus is such a good game. Need to replay it again.

  • @Cosmic-Bear.
    @Cosmic-Bear. ปีที่แล้ว +1

    2kliksphilip absolulely losing his shit every now and then with jumpscares accompanied by the same music is one of the best running gags I've seen on a freaking tech review video lol

  • @pexunfuni
    @pexunfuni 3 ปีที่แล้ว

    how did you make the jumpscare joke funny every time lmao

  • @lum1notryc828
    @lum1notryc828 2 ปีที่แล้ว +2

    Bruh I was laughing at all the jumps are jokes until 18:28 got me 💀

  • @sophisticatednebula4236
    @sophisticatednebula4236 3 ปีที่แล้ว +1

    10:00
    I thought I was the only one to find that glitch!!
    The moment I did, I took recordings and screenshots and demonstrated to all my buddies just how amazing this technology is!! I mean the devs didn't even plan for that lighting scenario and the scene still lights up accurately! Phenomenal!

  • @tonythesuperperson
    @tonythesuperperson 3 ปีที่แล้ว +1

    There’s an interesting discussion to be had in how adding ray tracing back into existing games alters design intent on environments. Dark environments becoming warm etc

    • @ivyssauro123
      @ivyssauro123 3 ปีที่แล้ว +2

      Yeah, as much as it's a cool toy to play we still need artistic input from level makers and designers for it to look proper.
      Games are closer to movies than they're to real life, and lighting in movies funnily enough is almost always 100% fake for the sake of beauty and drama.
      In the future when it's more common I think we'll see it reach it's true potential with physical simulation + Artistic input on gorgeous scenes.

    • @MLWJ1993
      @MLWJ1993 2 ปีที่แล้ว

      @@ivyssauro123 This woe is completely unjustified though. You can make raytracing look exactly how you like it. Want a metal looking surface texture wise that isn't reflective? Give it the material properties of something completely different. Raytracing will react to that exactly how you want it or intended.
      Will it look wrong compared to how we perceive the world? 100% yes, but you can still do so.
      If raytracing takes away artistic intent, the artist did it wrong, but since the artist did it wrong it's 100% as the artist intended it...

    • @ivyssauro123
      @ivyssauro123 2 ปีที่แล้ว

      @@MLWJ1993 Doesn't matter who's to blame the fact of the matter is artists often get it wrong, so far most of them have simply turned on their respective ray tracing on their engines with little to no tweaking, just taking out probe lights and other raster lighting effects, which result in levela often looks dull and betraying the original vision for those areas etc as I pointed out above.
      Using my movie analogy once again, when constructing, say, a moonlit scene inside a gloomy castle with torches few and far between, the way it would be done in REAL life, on a movie set, would have to have artificial blueish lights with reflectors outside the windows, and have fake torches (because real torches makes a lot of smoke and don't light much at all) with very warm and dim fake lighting which seem to come out of them.
      That's cause real moonlight is very dim, colorless and doesn't work like in movies (at least not to a camera's eye) and same goes for torches etc
      In normal raster game the process would almost be the same, probe lights out the windows to fake the moon and dynamic, manually set brightness and temperature, lights on the torches; a perfect moody scene is made.
      The way I've seen it be done in RT so far the absolute clown responsible for it more times than not simply turns on RT, removes the fake lighting, and leaves the scene to be lit by only real light entities, meaning the torches infnite bounces destroy any dramatic shadowing and gloominess of the environment, while completely overpowering any moonlight which isn't even visible at all anymore.
      More realistic? Yes. Better? Not really, at least not from a artistic or player experience standpoint.
      Can it be done correctly? Ofc! Just set the brightness of the RT lights much lower than raster lighting normally is, adjust the roughness cutoff of the walls and objects so most light is eaten up on the bounces (or limit the bounces) and add fake RT lights on the windows as the "moon", again with manually set colors and intensity. It would look great, almost the same as the Raster one but great. The question is, Is it worth the performance? The final result?
      A lot of times yes, a lot of times, not really.

    • @MLWJ1993
      @MLWJ1993 2 ปีที่แล้ว

      @@ivyssauro123 It's not a matter of if it's worth it. We need to move graphics forward like we always have. Why push >4k resolution or more lighting passes if things were already good enough in the 90's?
      Plus, not having any rasterised steps to the lighting makes redesigning points in a game much easier & consistent, leaves much more time on actually setting up the story, develop actual characters & it can be done by multiple people without someone needing to take a look at anything other than if the materials are all setup consistently. Rasterisation is really just a big hassle, just like shooting a movie is.
      Just create your movies completely digital since it is so much more convenient if you can push digital worlds that close to looking like the real deal...

  • @bowski233
    @bowski233 3 ปีที่แล้ว

    The jumpscare music could be a new gag for the cubicle brothers

  • @__bepis____bepis__308
    @__bepis____bepis__308 3 ปีที่แล้ว

    Thank you for actually explaining ray tracing an a (semi) easy to understand way, and making me realize its not just enhanced puddle reflections

  • @btarg1
    @btarg1 3 ปีที่แล้ว +1

    I love how when he shows the lamp with ray-traced lighting the texture on the table is Minecraft-level pixellated

  • @emaildotdash
    @emaildotdash 3 ปีที่แล้ว +4

    18:23 Imma be honest. You got me with that one.

  • @legendp2011
    @legendp2011 3 ปีที่แล้ว +2

    VRS sounds like a good feature to use with eye tracking (especially when vr headsets adopt eye tracking as standard)

    • @ivyssauro123
      @ivyssauro123 3 ปีที่แล้ว

      That's actually a brilliant idea, our brains kind of do this already

  • @mattiasrosell9487
    @mattiasrosell9487 3 ปีที่แล้ว

    More ray tracing? Keep 'em coming Philip!

  • @Chris-lc3wi
    @Chris-lc3wi 3 ปีที่แล้ว +1

    As for VRS, you basically answered yourself: Raytracing is done on a per-pixel level. VRS saves you pixels to run calculations for - thus the performance impact of Raytracing becomes less of a burden. This is basically the same reason why DLSS has such a huge impact, it saves you pixels to trace rays for.

  • @sanderbos4243
    @sanderbos4243 3 ปีที่แล้ว

    I really loved this showcase of raytracing and the running joke about the jumpscares

  • @1lucia
    @1lucia 3 ปีที่แล้ว

    the amount of times I have seen you molotov that guy looking through that one shelf lmao

  • @chinoble1
    @chinoble1 3 ปีที่แล้ว

    well made content phill.. had a laugh watching this

  • @persequarmotus
    @persequarmotus 2 ปีที่แล้ว

    Thanks for the video I never really understood what raytracing was all about till now. :)

  • @delphicdescant
    @delphicdescant 3 ปีที่แล้ว

    TFW you're trying to examine a tree and a bunch of mutant monsters won't stop attacking you.

  • @qudruplem8570
    @qudruplem8570 3 ปีที่แล้ว

    i always just assumed global illumination came with a proper ratracing system
    very good video and please keep making good videos :)

  • @izzieb
    @izzieb 3 ปีที่แล้ว +3

    I loved this game and with my RTX card it was breathtaking. The last level especially looked amazing. They're making another Metro game currently and I'm looking forward to it.

  • @DJ_NR6
    @DJ_NR6 3 ปีที่แล้ว

    These videos are the best you create.

  • @snaker9er
    @snaker9er 2 ปีที่แล้ว +2

    This helped me finally understand what it is exactly that ray tracing is doing lol before i felt like it was just the power of suggestion

  • @CocoaBeans660
    @CocoaBeans660 3 ปีที่แล้ว +6

    BUT PHILIP! Your voice sounds very nice today :)

  • @Osh_93
    @Osh_93 3 ปีที่แล้ว +3

    18:27 scared the shit out of me! even thought I saw the wings nd I knew what was coming

  • @WiiFitGOTY
    @WiiFitGOTY 3 ปีที่แล้ว +1

    I don't have a GPU that can do on DLSS, but the blurring on moving objects I've seen in some of the comparison seems concerning. Is it that noticable during gameplay?

    • @MLWJ1993
      @MLWJ1993 2 ปีที่แล้ว

      It's the temporal nature of the anti aliasing being employed (and likely part motion blur as well). Without it expect heavy shimmering though.

  • @lunayre
    @lunayre 3 ปีที่แล้ว +4

    it's almost worrying how fast philip is pumping out content

  • @quantumdot7393
    @quantumdot7393 3 ปีที่แล้ว

    The number of jump scares in the video cracks me up

  • @Trovosity-Entertainment
    @Trovosity-Entertainment 2 ปีที่แล้ว +1

    I wish philip had a gaming channel. Not that i want lets plays, but theirs something ab his gaming and commentary i feel like would be so nice
    Edit: even if it isn't very popular, id watch

  • @damiankrzemienowski8263
    @damiankrzemienowski8263 3 ปีที่แล้ว

    The picture of the room with the arrows finally made me understand how RTX works. I had an rtx card for a year now and wasn't able to explain the workings of it until now. Very cool 2kliksphillip (not to be confused with kliksphillip and 3kliksphillip, very cool!
    PS. I already linked a fellow RTX user this video as we both watch your videos whenever you upload! :D
    PPS. I know I'm 5 days late since this upload, forgive me sempai - the recommended part of youtube didn't show your video until now, thanks gugl
    PPPS. much love from Poland/Scotland, keep up the great work and stay safe! :D

  • @nopenopeagain4397
    @nopenopeagain4397 3 ปีที่แล้ว +2

    Even though I don't need the subtitles I still turn them on just to spot the discrepancies between them and what he actually says.

  • @OddJobEntertainment
    @OddJobEntertainment 2 ปีที่แล้ว

    In static scenes there's a lot of tricks that can be used to hide the delay for lighting that I'm sure are already being worked on if not already there. Such as, imitating how your eyes have to adjust to a change in light level.

  • @minh1071
    @minh1071 3 ปีที่แล้ว +1

    Gosh i love the metro series so much, i missed it so much as well

  • @ygny1116
    @ygny1116 3 ปีที่แล้ว +1

    The real time part of real time ray tracing is what is interesting, open world game with dynamic time of days that doesn't look like just applying different color filters. For corridor games with static environmental lighting, they already do ray tracing but once offline and baked into textures, reflection can't be baked into texture so that is why it is the most common form of ray tracing in game.

    • @araghon007
      @araghon007 3 ปีที่แล้ว

      What's making me the most sad about that is there already were a lot of other ways to do dynamic lighting and reflections, but none of them haven't really caught on. Things like VXGI and SVOGI. Though at least planar reflections caught on in most games, thanks to mirrors.

    • @MLWJ1993
      @MLWJ1993 2 ปีที่แล้ว

      @@araghon007 There's limitations to those approaches (and they're already partly raytraced implementations when it comes to the 2 things you named).

  • @kelownatechkid
    @kelownatechkid 3 ปีที่แล้ว +1

    This is starting to feel like philip 4.0 or something. love it!

  • @TsjuunTze
    @TsjuunTze 3 ปีที่แล้ว

    This! This is how you make a good review. In depth and honest.

  • @Trovosity-Entertainment
    @Trovosity-Entertainment 2 ปีที่แล้ว +1

    I bet bloom is just something beautiful to come in raytracing. I would love to see you just walk in and out of doors to outside

  • @BearFOXThirty
    @BearFOXThirty 3 ปีที่แล้ว

    This a fun watch while eating dinner, cheers Philip 👍

  • @Fruchti
    @Fruchti 3 ปีที่แล้ว +1

    One reason I didnt use DLSS 2.0 in the Enhanced Edition was that some things (light? laser?) travel behind their actual source while doing quick movements.
    E.g. the green things on the shotgun at 11:01. Its just irritating for me.

  • @thepunisherxxx6804
    @thepunisherxxx6804 3 ปีที่แล้ว +2

    Ray traced lighting also makes the 3d space feel like there is real depth and grounds things realistically. There is no longer a need for ambient occlusion since the lighting model is accurate even in those tight areas and corners. I wish more games got on board with full ray traced lighting. Its a much more transformative use than just doing reflections, and makes it much easier for the mapper to light a map quickly and efficiently.

    • @Yveldi
      @Yveldi 3 ปีที่แล้ว

      What I find kind of amusing is that, on most cards that don't support ray tracing, ambient occlusion is often too costly to keep running, so there is a very small number of cards that will enjoy ambient occlusion on modern games while also not being able to run ray tracing.

    • @ivyssauro123
      @ivyssauro123 3 ปีที่แล้ว

      You know ambient occlusion is a real life phenomon that occurs naturally lmao
      It's not that you "no longer need for ambient occlusion" but on the opposite, RT provides amazingly accurate AO that we could only dream of before.

    • @Yveldi
      @Yveldi 3 ปีที่แล้ว

      @@ivyssauro123 . . .
      that's exactly what the op said.

    • @ivyssauro123
      @ivyssauro123 3 ปีที่แล้ว

      @@Yveldi yes, but he said so incorrectly, it's called semantics sweaty
      he should have said " There is no longer a need for raster solutions and improvisations for ambient occlusion*"
      AO is a real life phenomenon not to be confused with video game techs trying to simulate it like SSAO, HBAO+, HDAO etc

    • @Yveldi
      @Yveldi 3 ปีที่แล้ว

      @@ivyssauro123 im sweaty wat da fak

  • @Kyansor
    @Kyansor 3 ปีที่แล้ว +1

    I finished all of enhanced edition in 2 8 hour sessions last weekend. So good!

  • @cheaterman49
    @cheaterman49 3 ปีที่แล้ว +1

    I'm sure you checked but I have to ask - is there a TSSAA setting and did you disable it? That would tend to cause the "light delay" effect you saw even in non-raytraced games, and probably would exacerbate the effect with RT enabled. OTOH, given your (great) explanation about the single bounce per pixel per frame, disabling it probably wouldn't make a huge difference, and it alone certainly wouldn't explain the 4 seconds decay in 5k resolution.

    • @cheaterman49
      @cheaterman49 3 ปีที่แล้ว

      @@2kliksphilip Good to know, thanks!

  • @JorgeSMAD
    @JorgeSMAD 3 ปีที่แล้ว

    Nice vid!

  • @mikkoglinn3051
    @mikkoglinn3051 3 ปีที่แล้ว

    If higher framerates meant faster raytracing rendering how fast was it when you ran dlss ultra performance at 1080p?

  • @ximbabwe0228
    @ximbabwe0228 ปีที่แล้ว

    This is the kind of thing that when my friends talk about it, I want to throw their meaningless computers out the window, but when you talk about it I could fall asleep peacefully

  • @Kreozot2D
    @Kreozot2D 3 ปีที่แล้ว

    So, I had RTX2060 in 2019, and now it costs 3 times more than at the time... Any chances to get some 1080p60 RTX experience in Exodus? Or cyberpunk? Or quake RTX?

  • @ninjatogo
    @ninjatogo 3 ปีที่แล้ว +1

    Regarding the bit on the trees; from what I can recall reading about DLSS, some games have their LOD system tied to the input resolution that goes into the DLSS pass. Due to this lower than native (monitor resolution) resolution, the game may use lower quality models/assets for distant objects in DLSS mode than they would if you rendered at native resolution, even if the output resolution is the same in both cases.

    • @MLWJ1993
      @MLWJ1993 2 ปีที่แล้ว +1

      Yep, this also applies to textures that have mipmaps applied (pretty much any game these days). Applying the proper LOD bias is crucial to have DLSS look the best it can, worst part is Nvidia even supplying that info to developers to begin with.

  • @glou2647
    @glou2647 3 ปีที่แล้ว

    13:13 LMAO another jump scare got ya while looking at the pertty trees? he all paniced

  • @justahotdog8430
    @justahotdog8430 3 ปีที่แล้ว +3

    i genuinely love metro and the game series but holy fuck this looks amazing

    • @extremkrem622
      @extremkrem622 3 ปีที่แล้ว +1

      I know, I was blown away. Especially after playing through the game on medium settings bc of my older pc lol

  • @TheAlienGangster
    @TheAlienGangster 3 ปีที่แล้ว +1

    I really dig these Eastern European art styles (just finished up Stalker), so I think I’ll check out Metro some time

  • @nobody-tj1mv
    @nobody-tj1mv 3 ปีที่แล้ว +1

    Jesus Christ this just feels so right. I'm glad I'm alive to see this evolving.

    • @prebenjaeger
      @prebenjaeger 3 ปีที่แล้ว

      Yeah, gee, what a step for mankind.

  • @Mentat13
    @Mentat13 3 ปีที่แล้ว

    The perfect depiction of metro games :D looks very well crafted, but non stop julp scares.

  • @ince55ant
    @ince55ant 3 ปีที่แล้ว

    this makes me think about how in old 3d games models had hand painted shading in the texture. Or a simple black circle decal under characters to simulate their shadow.

  • @Hyperio606
    @Hyperio606 3 ปีที่แล้ว +1

    i really like how when a jumpscare pops up, and 3kliksphillip be like: "oh no no no no no!"

  • @gameguy301
    @gameguy301 3 ปีที่แล้ว +1

    its interesting that as more and more processes are becoming dependent on temporal accumulation that framerate actually has a tangible impact on the image quality of individual frames. This goes beyond just raytraced bounce lighting and can be observed in games that resolve dense subpixel details / denoising via TAA to makes sense of it all like Hair. (if you've ever turned OFF AA in RE3 you know what I mean). Theres even an Nvidia presentation on this very concept but for the life of me I cant seem to find it, it was about observations on image quality for someone who was raytracing very simple scenes at 240+ and even 300+ FPS.

  • @666dreamboat
    @666dreamboat 3 ปีที่แล้ว +1

    As a fun aside, even though VRS is not that great for flat gaming it's pretty cool for matching the distortion profile of VR Headset lenses, we used to do this with LMS but it's kinda grown up a little bit in VRS. (it's also important for foveated rendering which will possibly be what finally makes VR "affordable" and more impressive in a mobile form factor) keep up the great work Philip(s).

    • @araghon007
      @araghon007 3 ปีที่แล้ว +1

      I still believe in a future where VR headsets will have built-in eye tracking, and variable resolution based on where you're looking. I mean, it already is sort of a thing, but at this time it just renders the center of vision at full res and the rest using checkerboarding

  • @Tanblch
    @Tanblch 3 ปีที่แล้ว

    Question from casual. Why dlss is unavalable in 1920 by 1080p resolution in this game? I have 2080ti and can run it in max settings. Except dlss

    • @Tanblch
      @Tanblch 3 ปีที่แล้ว

      @@2kliksphilip thing is. I turn it on comfirn settings then go back to it and it shows dlss as off

  • @billwrosch
    @billwrosch 2 ปีที่แล้ว

    Looks like the reflections are using a 'cubemap' or a reflection capture volume rather than raytracing. The devs would capture some low-res 3D panorama textures of the world from various places and project those in the water material, so it is effectively pre-baked.
    Makes sense since there is not that much reflective material in the world and the ray-traced lighting is clearly the priority here.

    • @araghon007
      @araghon007 2 ปีที่แล้ว

      I'm pretty sure you can see a bit of parallax in the water reflections. I think what they're doing is just using a lower quality version of the world for raytracing, like a lot of other games use.

  • @Vladx35
    @Vladx35 3 ปีที่แล้ว +1

    Great video. But what is up with you and Molotov cocktails, you madman. :D

  • @thatundeadlegacy2985
    @thatundeadlegacy2985 3 ปีที่แล้ว

    Awesome how it lights up dust in the air

  • @XradicalD
    @XradicalD 3 ปีที่แล้ว

    When news of real time RT came out, i was taken aback. I couldn't believe it was even possible. Now I know there are a lot of limitations with current technology, but it also means it will eventually be accurate or as accurate as it can be.
    Checking the rendering scene, there are still a lot of ground to cover regarding real time ray tracing scene, but I'm glad we are getting there, little by little.

    • @MLWJ1993
      @MLWJ1993 2 ปีที่แล้ว +1

      Well, at least it is a lot more dynamic. Rasterised only lighting options are just... static. They don't work when lighting changes while raytracing does function very well. Even if not yet perfect, it's much better already than pure rasterisation.

  • @nilslorand
    @nilslorand 3 ปีที่แล้ว

    5:05 the Video is synced to the music, nice detail Phil

  • @Zatsuiki
    @Zatsuiki ปีที่แล้ว

    You got me. I'm watching your videos while under the shower to give me ideas for what to play after I have taken said shower. The last thing you inspired me to do was playing through community workshop levels for Half Life Alyx. Thank you very much sir!

  • @Cool95951
    @Cool95951 ปีที่แล้ว

    Shit your sound got me with the gargoile 😂😂 i love the Metro Series so mutch. 👍

  • @TailedCarpet
    @TailedCarpet 3 ปีที่แล้ว

    Good job Philip!