The Riftbreaker - Ray Tracing ON vs OFF Comparison

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  • เผยแพร่เมื่อ 17 ธ.ค. 2024

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  • @onicEQ
    @onicEQ ปีที่แล้ว +4

    Anyone else feel RT off looks better? 😮

  • @sermerlin1
    @sermerlin1 2 ปีที่แล้ว +10

    The actual improvement from ray tracing is so subtle but every time I look direct comparison as soon as ray tracing is painted over, how wrong the non ray traced shadows look. Like with ray tracing everything just "clicks" into place as if suddenly my brain is at ease no longer trying to process through the fakery.
    I can't wait when games start using path tracing and before that full feature set of ray tracing. It's gonna be a decade long transition but oh boy. It is so god damn worth the wait and I can't wait to get RTX 4080 to finally experience proper ray tracing without having GPU choke on itself for processing ray tracing like 20xx and 30xx do.

    • @ollllj
      @ollllj 2 ปีที่แล้ว

      "reshade" uses the g-buffer to do much better volumetric screenspace-AO (with radiosity) and screenshapce-reflections for pretty much every game.
      It does not do raytracign, but raymarching, which tends to look worse, but is much faster, and it also dies allow for almost as soft shaddows.
      The main issue is, that screenspace-AO is terrible (it works fine for concave shades of the common "SS-ambient-occlusion", but is terrible to extrapolate that volumetrig ambient radiosiry-lighting from that if the camera rotates around something.
      screenspace reflections work better for horizontal surfaces, and they generally suck for vertical surfaces.

  • @alexmonstudio1340
    @alexmonstudio1340 2 ปีที่แล้ว +7

    The Ray tracing in this game looks sick keep up bro nice video :)

    • @alexmonstudio1340
      @alexmonstudio1340 2 ปีที่แล้ว

      i remember when you had less than 500 subscribers i'm glad to see how well you're doing man!

  • @FDx8500
    @FDx8500 2 ปีที่แล้ว +3

    What a masterpiece of a game, waiting for coop !

  • @existentialselkath1264
    @existentialselkath1264 2 ปีที่แล้ว +2

    Do you think the raytraced shadows are using a lower lod for the grass?
    It almost seems as though its casting shadows from a single solid shape instead of individual blades of grass, even where the shadow is in contact with the grass and should be sharp

    • @sermerlin1
      @sermerlin1 2 ปีที่แล้ว +5

      It is from all the individual blades it's just that the point of light is farther away thus all of the blades become one shadow. The non ray traced shadows look very unrealistic as they don't have soft stretched shadows which would cause the blending.
      Just take a flashlight somewhere where it is completely dark, shine over blades of grass from a distance and you'll see how uniform shadows look, you won't see individual sharp blades of grass but rather unified dull object.

    • @maddawgzzzz
      @maddawgzzzz ปีที่แล้ว

      It looks very good! The grass is almost a solid object, you can think if all the blades crossing over each other, so it appears as one object. Try this in real life with carpet for example.

  • @NBWDOUGHBOY
    @NBWDOUGHBOY 2 ปีที่แล้ว +3

    Are you gonna upload Ghost Wire: Tokyo Ray Tracing?

    • @RayTracingRevolution
      @RayTracingRevolution  2 ปีที่แล้ว +4

      I don't have as much time at the moment as I used to :( taking a break for a month

    • @TheBadger
      @TheBadger 2 ปีที่แล้ว +3

      @@RayTracingRevolution Bummer, this is my favorite channel for RT comparison videos.

    • @ollllj
      @ollllj 2 ปีที่แล้ว +2

      Ghost Wire: Tokyo sure has great RT use. very moody lighting and a lot of animated lcd-screen textures, where reflections really shine, because you just can not animate spheremapping as good (later farcry games do some spheremap animation at very low framerate for the daynight cycle).
      for no good reasons, some large upright glass-walls in that game still only do screenspace reflections.

  • @01talima
    @01talima ปีที่แล้ว +1

    well i can see why poeple dont care about RT now thats some pretty small differences and not sure thier improvements , good work showing this

  • @4и1
    @4и1 2 ปีที่แล้ว +1

    RTAO makes big difference

  • @commentingchannel9776
    @commentingchannel9776 ปีที่แล้ว

    This is *the* game to showcase RT shadows O_O
    They are usually such a subtle effect in other games but here they're a massive enhancement

  • @RaphaeIIsWatching
    @RaphaeIIsWatching ปีที่แล้ว +2

    feels like fake shadows are better 90% of time lol

  • @eawblablatron9161
    @eawblablatron9161 ปีที่แล้ว

    Guys what the hell are u talking about? RT actually destroys the experience in this game. Tonight imma gonna go in my garden and flash the light on the bushes just to see how they look.
    Sure RT makes the grounds look better but when it comes to the plants the shadow is unrealistic.
    Imma find out tonight.

    • @RaphaeIIsWatching
      @RaphaeIIsWatching ปีที่แล้ว

      looks like there is just not enough rays and it gets blurred out by denoiser

  • @kingx1180
    @kingx1180 2 ปีที่แล้ว

    the same guy who made serious sam rt just released DOOM RT
    check it out

  • @Sky-iv8zm
    @Sky-iv8zm 2 ปีที่แล้ว +2

    Raytraced shadows are a game changer.. much better visually.

  • @yaroslav.online
    @yaroslav.online 2 ปีที่แล้ว +8

    RTX Off better

    • @ollllj
      @ollllj 2 ปีที่แล้ว +1

      Often yes actually, because RTX is often just a visual accentuation with next to no gameplay or userExperience benefit, and the crytech engine looks great without rtx to a point, where rtx barely adds anything significant.
      But The Riftbreaker is a lot about glowing lights and explosions and atmospheric lighting, in terms of user experience.
      rtx shines in games and settings that have higher dynamic range, and TheRiftbreaker has all the dynamic range all the time.
      because the camera is always 45-deg-down, it is easy on the polygon fillrate and on reflections, so even an older rtx card is good enough for this game. it only lags when it autosaves.

    • @ollllj
      @ollllj 2 ปีที่แล้ว

      light is softer and ambient occlusionn is much better with rtx on. it does not do much in TheRiftbreaker most of the time.

    • @ollllj
      @ollllj 2 ปีที่แล้ว +2

      the main difference is, that shadow maps are always in a lower-resolution, and you can always notice the distorted square grid of shadow mapping. This grid no longer exists in rtx raytracing. This alone makes rtx light mich softer.

    • @HeloisGevit
      @HeloisGevit 2 ปีที่แล้ว +4

      Tell me you don't go outside without saying it. Cause you clearly don't know how real shadows behave, only shadows in rasterized games LOL.