Exactly. Metro exodus is a perfect example of where the technology is going and was going. The initial release only allowed for a single bounce. A single ray from the sun could bounce once and add properties to the surrounding areas. Now those rays keep on bouncing and bouncing infinitly being able to correctly send data from 1 ray to the next to the next. This is the first major title to run only ray tracing for all its lightning and we still havent seen a game solely built from the ground up with ray tracing. Imagine a maze with mirrors and lights playing tricks on you. I am pretty sure control 2 might try what metro did with its enhanced update
I played the game for the first time today, Enchanced Edition to be precise. I have a 7900 XTX, RT shows as enabled in settingz and graphics are on "extreme". It's also the first time a play a videogame with RT, and aside of some subtle lighting details on moody lighted areas I didn't see that much of a difference after just playing Last Light (non-Redux). This video and your comment seem to confirm that I'm not crazy.
to be fair you can't turn ray tracing off in the enhanced edition, so not so surprising it doesn't look much different, between off and single bounce, as the lighting in the EE version is all done with ray tracing, "Now, here's the most important change in the Enhanced Edition. Ray Tracing was already present in the original version but it was a rushed and simple implementation of the tech. Now, the whole game's lighting system was scrapped and reworked to utilize only Ray Traced lighting." quote from Metro Exodus Enhanced: Major Differences From The Original Releases - Sid Natividad
I've seen a lot of people talk about RT as a gimmick, but the more I see/play RT games, the more I'm convinced it's the future of gaming graphics. The RTX cards are expensive right now, but with the technology progressing it will become a normal occurence. I remember the time of Morrowind, when was introduced pixel shading, which allowed things like water reflection, which needed newer cards to work. Most people said it was a gimmick too. Nowadays, SSR is a given, and so will RT be.
The best example for me was Control. Even with just ray traced reflections, once you get used to seeing the world reflecting accurately, you don't want to turn it off. Same for GI. Rasterized lighting had 20+ years to be optimized. With both major consoles and GPU manifacturers adding hardware ray tracing, wider usage is likely just a matter of time.
@@RayTracingRevolution Dont forget how soft the shadows can be as if it's rendered in Blender. Really love how the game pops into life once shadows are correctly casted
It depends on the implementation. When you're early into a new technology, you have a low rendering budget but want to show off the technology - the result are tacky, overdone, under-rendered, flashy effects. "Look at me, I'm a chrome car with 100% reflectivity and 25% resolution" type of RT. 4A Games however is doing it properly. Several effects were done badly in their infancy, got a bad name which has only partially recovered (bloom, motion blur). RT is huge as it finally grounds rendering in physical reality (for the most part, anyway).
IMO the word gimmic is thrown around mostly by people who just don't understand what they are commenting on a lot of the time, and most have never tried whatever it is they happen to be complaining about. Whether its for 3D, VR, Raytracing, even stuff like colour TV and stereo sound had people shouting it down as useless and not worthwhile. There are always people there to fight against progress even though they are not affected by it, or might actually appreciate it if they gave it a go. I'm fascinated by stuff like VR, stereo 3D, Raytracing and tech like DLSS, specially since my first PC was back in 1994 (486 DX2 66 with a half MB video card, 8MB RAM and a 450MB hard drive). The progress in the last 30 years has been nothing short of amazing. Playing Doom on my first PC was huge for me back then, now I can play it in VR with a Quest 2 headset on my face, and it still blows my mind :-)
Didn’t know this game had INFINITE bounce GI. I’m absolutely stunned by the lack of noise. I wish more games made use of multi-bounce because one or two doesn’t really show off the power of ray tracing.
There is some noise, which is made worse by DLSS, one of my very early videos coves that. But its hard to notice, especially on native or DLSS quality.
Infinite bounces is something really hard for a world space GI. Only games I know who have it are Metro Exodus EE and Cyberpunk 2077. Cyberpunk uses real-time LPV while MEEE uses irradiance point cloud. Both of them only use brute force GI for the first bounce. Which is still a great job. Can't imagine games of the future to become full path traced💀
@@NiceGuyShaders yea :) i really hope more games start utilizing these effects, although graphics have become (and will probably unfortunately continue to be for a while) a massive crutch for many (especially AAA) games
Neither of the old versions look exactly 'incorrect' at first glance until you show the upgraded version, which just says a ton about how much of an upgrade it is. With how much RT has progressed over the years, the end of this console gen is looking promising.
Could it be the case that the algorithm doesn't fully take into account that bounced light gets weaker in its intensity with every bounce (as any surface will absorb parts of the light)? That would explain why the infinite bounce interiors seem to have a strange red glow to them, with later bounces given undue weight to the overall result.
Light absorption is definitely taken into account. Those scenes that turn very redish are all in rusty boats, where every wall gives of red bounce light
@@RayTracingRevolution I suspect as much (both in terms of some degree of absorption and rusty bounce light), I'm just wondering whether absorption should be higher, the infinite bounce version strikes me as too red. After all, in order to know what to tell the algorithm you'd need to account for the real-life properties of different materials, which is a non-trivial thing to do. However, I guess it's actually hard to tell what is realistic in many cases as one is not usually trained to analyse one's surroundings like that - although I've recently started to look at all kinds of real-world scenes from a rendering perspective lol. Add to that the expectation that certain scenes look a certain (fake) way in videogames, basically what both rasterisation and art design conventions have taught us about virtual worlds. God rays in otherwise clear air for instance. Once rendering is entirely physically based, you'd have to make the scene incredibly foggy in order to get light shafts of the desired intensity, which would have implications for other parts of the game (visibility etc.).
@@asdfjklo234 True, there is always the possibility of some materials absorbing more or less light than what would be realistic, but it is indeed hard to tell.
They are not real infinite bounces, it is a pre-frame technique to simulate infinite bounces, its cost is 0, it is used in Lumen as well. Real infinite bounces are very expensive and there is no hardware for it.
Been playing this lately, Enhanced edition everything maxed out. It really just depends on the area what looks better, they did such a great job on the original lighting. Finding the infinite bounce RT to be a little washed out at times so turned the gamma way down which unfortunately makes the very dark areas of the game too dark. Hope they take this into account in the next game.
I actually quite like the infinite bounce, especially in the cave showcase earlier on. Instead of an abrupt contrast between light and no light it realistically fades as light really does, light in general is just a lot better looking with IB enabled.
You can "fake" all of this, given enough time. Something linear, like Naughty Dog games, will barely improve visually as they have carefully crafted the lighting based on non realtime ray tracing and then mimicking those results with baked lights. But that takes SO MUCH TIME. The real power of ray tracing is giving devs more time to do something else when they don't have to spent months on faking believable lighting.
I didnt know infinite bounces was possible, is it possible in infinite bounces set on to see infinite reflections when 2 mirrors are placed in front of each other?
They say infinite bounces but really 5-15 are actually needed most of the time so I imagine there actually is a cut-off at some point or else that double mirror thing would crash the game. I don't think there is such a scenario in the game anyway but the path traced version of Minecraft would stop this effect at 8 bounces.
Really depends what kinda room you're in (or outside) as to which I prefer. I quite like RT off in most of the rooms albeit sometimes a slightly nicer glow near the light source! (or I'd want RT somewhere between single and infinite?)
It's the RTX options of the original game, they're not as sophisticated as Enhanced Edition (which is 100% raytracing, can't even run it if you don't have a raytracing-capable graphics card or console)
Really big difference.. only metro exodus has a lot implementation of rtx features, I hope in future we will see more games with grapgics like that and better. Thanks for video)
Basically, with single bounce the rays only bounce of a surface once, with infinite bounce the light rays get simulated as if they keep bouncing over and over again
If you have Raytracing, can you tell me why on my PS5 in the PS5 version game there are no options to activate RT anywhere and by doing the water test of lowering the camera to see if the reflection is still visible, it is not visible. ..that's called image reflection, I don't see the raytracing that they say so much.....I don't understand
In most cases, infinite bounce feels fake. That kills the looks that the dev wanted. The infinite bounce just makes everything brighter, which kills the dull and bland feel.
There are two versions of Metro Exodus, the 2019 release and the enhanced edition. The RT OFF and single bounce RTGI is from the 2019 release, the infinite bounce RTGI is from the enhanced edition that came out this year
this game is like crysis. its anomaly .other studios wont follow its path i guess as they didnt try to reach crysis quality of graphics and in metro case the lighting. infinite bounce rtgi wont happen again soon unfortunately .
@@RayTracingRevolution yeah i hope so they may even develop some new ways to enhance ray tracing performance so we may even see better than this as i read in nvidia page.this new gen is literally last gen and we will see cgi quality at last .the crazy thing is that with nanite there is no need for better graphic crads anymore and with this ray tracing quality there is a little need for a better ray tracing quality .its the end of the line for games grapjics and gpus .
Single bounce & Infinite distort the colors.......I guess a player would have to ask the Devs what color was actually meant.....No game will look perfect visually.
Single bounce is not realistic since the light rays bounce only once from the surface. This is not giving the real light scene properly and aren't giving the light where it is should be. In reality, the light bounces infinite time
@@lukario223 He didn'ts ay the most realistic, he said it looked the nicest. Which it does. Realism for realisms sake is not a good thing, as you can see here, infinite bounce looks terrible. Also you are wrong, every bounce absorbs part of the light so every bounce is going to be less pronounced until you can't detect it anymore, so just having every room lit up like a firework is not realistic in the slightest. But again, realism doesn't matter. This is first and foremost a moody horror-like game, removing all shadow and lighting every room and every crevice up like a christmas tree makes for a terrible horror experience. The game is SUPPOSED to be dark.
@@EskChan19 @EskChan19 1- So then clarify that for YOU it looks the nicest, which doesn't mean it actually looks like it. 2 - you're explaining something which is clear and well known. I don't know why are you explaining me something like that. And the sentence that the game "supposed" to be dark, isn't wrote anywhere, so it's again your only preference. A lot of games looks scarier and darker with climate where the realism takes charge - RT. And you saying that infinite bounces Looks terrible, just shows you don't understand ray tracing. Not mentioning path tracing. By the way, you used a wrong description for infinite rays. I guess you didn't actually understand it. It those rays would be infinite, like you just perceived, every 4 corners would you would stand in would be constantly and progressively lighted up and oversaturated, until nothing would be visible. Infinite rays bounce aren't infinite, they are are more flexible and behaves more naturally when it comes to light bouncing from surface to surface, which would simulate the more natural lighting behavior. If you would imagine you stand in very dark place in your house and you would light up RGB or torch, you have to notice how much light can actually spread away. You would walk away from the light bulb and still notice the light on objects in dark corners, just like the example with cave entrance on this video. - yet again, here is the matter of preference. You like "dark" lighting? Then turn it off.
@@lukario223 Wtf who fucking cares about this shit? You need to spend 100 and 1000s of Dollars to have a slightly more "realistic" lighting ? Come on this is just a game it doesnt have to be realistic. Even though the RT might look a bit more realistic it doesnt feel more realistic . To me with RT off the game feels much more atmospheric and " realisitc" . Do you play games to just stand around in the game and watch how good the lighting is? RT is just not worth it. Its completely scam and only a little marketing trick to pull more money out of the pocket of 1000s little 30 year old nerds who live in the garage of their parents, so that they can appreciate how much more beatiful the lighting is hahah.
This shows how good ray tracing can look and how well it can run when a game uses ray tracing as the *only* lighting solution. I think the problem most people have with a lot of games that have ray tracing is that it is just tacked on to games that primarily use conventional methods of approximating light, with maybe ray traced shadows or reflections, and it still has a large hit to performance while not improving the image dramatically. With some games you can barely tell a difference between having ray tracing on or off other than the noticeably lower FPS. This however focuses on implementing RTGI and infinite bounce RT, which provides a super accurate and revolutionary leap in lighting quality through the way light bounces around a scene, and with how shadowed/indirectly lit areas are illuminated. I hope more games do this in the future, especially considering that it sounds like it makes the workflow of the programmers/lighting artists much less laborious.
The first day indoor scene in the rusty ship cabin looks fucking awful on infinite. The only scene where RT really adds to the experience are dark scenes with low lighting conditions. Daylight scenes in general look awful.
RDR2 uses fake raytracing. Basically the devs used raytracing, then recorded the light that produced and then embedded that light as static light. That looks almost as good as real raytracing but is a lot easier on the hardware. But it's really complicated to do and takes a long time to do. But yeah raytracing just handles lighting. If the game itself looks like shit then having nicer lights won't do much to make it look better.
To be honest, Infinite Bounce looks really bad. It just turns the screen super red and takes away all darkness, which in an atmosspheric/horror game is not a good thing.
There is more difference from single Bounce to infinite than from RT off to single bounce
Exactly. Metro exodus is a perfect example of where the technology is going and was going. The initial release only allowed for a single bounce. A single ray from the sun could bounce once and add properties to the surrounding areas. Now those rays keep on bouncing and bouncing infinitly being able to correctly send data from 1 ray to the next to the next. This is the first major title to run only ray tracing for all its lightning and we still havent seen a game solely built from the ground up with ray tracing. Imagine a maze with mirrors and lights playing tricks on you. I am pretty sure control 2 might try what metro did with its enhanced update
I played the game for the first time today, Enchanced Edition to be precise.
I have a 7900 XTX, RT shows as enabled in settingz and graphics are on "extreme".
It's also the first time a play a videogame with RT, and aside of some subtle lighting details on moody lighted areas I didn't see that much of a difference after just playing Last Light (non-Redux).
This video and your comment seem to confirm that I'm not crazy.
to be fair you can't turn ray tracing off in the enhanced edition, so not so surprising it doesn't look much different, between off and single bounce, as the lighting in the EE version is all done with ray tracing, "Now, here's the most important change in the Enhanced Edition. Ray Tracing was already present in the original version but it was a rushed and simple implementation of the tech. Now, the whole game's lighting system was scrapped and reworked to utilize only Ray Traced lighting." quote from Metro Exodus Enhanced: Major Differences From The Original Releases - Sid Natividad
I've seen a lot of people talk about RT as a gimmick, but the more I see/play RT games, the more I'm convinced it's the future of gaming graphics. The RTX cards are expensive right now, but with the technology progressing it will become a normal occurence.
I remember the time of Morrowind, when was introduced pixel shading, which allowed things like water reflection, which needed newer cards to work. Most people said it was a gimmick too. Nowadays, SSR is a given, and so will RT be.
The best example for me was Control. Even with just ray traced reflections, once you get used to seeing the world reflecting accurately, you don't want to turn it off. Same for GI.
Rasterized lighting had 20+ years to be optimized. With both major consoles and GPU manifacturers adding hardware ray tracing, wider usage is likely just a matter of time.
@@RayTracingRevolution Dont forget how soft the shadows can be as if it's rendered in Blender. Really love how the game pops into life once shadows are correctly casted
@@jamesmuking I'm fairly certain contact shadows are still rasterized in Metro EE
It depends on the implementation. When you're early into a new technology, you have a low rendering budget but want to show off the technology - the result are tacky, overdone, under-rendered, flashy effects. "Look at me, I'm a chrome car with 100% reflectivity and 25% resolution" type of RT. 4A Games however is doing it properly. Several effects were done badly in their infancy, got a bad name which has only partially recovered (bloom, motion blur). RT is huge as it finally grounds rendering in physical reality (for the most part, anyway).
IMO the word gimmic is thrown around mostly by people who just don't understand what they are commenting on a lot of the time, and most have never tried whatever it is they happen to be complaining about. Whether its for 3D, VR, Raytracing, even stuff like colour TV and stereo sound had people shouting it down as useless and not worthwhile. There are always people there to fight against progress even though they are not affected by it, or might actually appreciate it if they gave it a go. I'm fascinated by stuff like VR, stereo 3D, Raytracing and tech like DLSS, specially since my first PC was back in 1994 (486 DX2 66 with a half MB video card, 8MB RAM and a 450MB hard drive). The progress in the last 30 years has been nothing short of amazing. Playing Doom on my first PC was huge for me back then, now I can play it in VR with a Quest 2 headset on my face, and it still blows my mind :-)
Didn’t know this game had INFINITE bounce GI. I’m absolutely stunned by the lack of noise. I wish more games made use of multi-bounce because one or two doesn’t really show off the power of ray tracing.
There is some noise, which is made worse by DLSS, one of my very early videos coves that. But its hard to notice, especially on native or DLSS quality.
Infinite bounces is something really hard for a world space GI. Only games I know who have it are Metro Exodus EE and Cyberpunk 2077. Cyberpunk uses real-time LPV while MEEE uses irradiance point cloud. Both of them only use brute force GI for the first bounce. Which is still a great job. Can't imagine games of the future to become full path traced💀
@@NiceGuyShaders well here we are xd
@@redtro8678 :))))))))) damn... future it is!
@@NiceGuyShaders yea :) i really hope more games start utilizing these effects, although graphics have become (and will probably unfortunately continue to be for a while) a massive crutch for many (especially AAA) games
wow I can feel the warmth just by looking at the light
I've found that turning gamma down to around 1/4 and running the launch modifier "-deependark" with ray tracing looks amazing.
Will try this, thanks
Neither of the old versions look exactly 'incorrect' at first glance until you show the upgraded version, which just says a ton about how much of an upgrade it is.
With how much RT has progressed over the years, the end of this console gen is looking promising.
RT (for video games in real-time) has only been in existence for 4 years, not even that.
@@Danuxsy
I know that. And if anything that just makes it more impressive.
Could it be the case that the algorithm doesn't fully take into account that bounced light gets weaker in its intensity with every bounce (as any surface will absorb parts of the light)? That would explain why the infinite bounce interiors seem to have a strange red glow to them, with later bounces given undue weight to the overall result.
Light absorption is definitely taken into account. Those scenes that turn very redish are all in rusty boats, where every wall gives of red bounce light
@@RayTracingRevolution I suspect as much (both in terms of some degree of absorption and rusty bounce light), I'm just wondering whether absorption should be higher, the infinite bounce version strikes me as too red. After all, in order to know what to tell the algorithm you'd need to account for the real-life properties of different materials, which is a non-trivial thing to do. However, I guess it's actually hard to tell what is realistic in many cases as one is not usually trained to analyse one's surroundings like that - although I've recently started to look at all kinds of real-world scenes from a rendering perspective lol. Add to that the expectation that certain scenes look a certain (fake) way in videogames, basically what both rasterisation and art design conventions have taught us about virtual worlds. God rays in otherwise clear air for instance. Once rendering is entirely physically based, you'd have to make the scene incredibly foggy in order to get light shafts of the desired intensity, which would have implications for other parts of the game (visibility etc.).
@@asdfjklo234 True, there is always the possibility of some materials absorbing more or less light than what would be realistic, but it is indeed hard to tell.
They are not real infinite bounces, it is a pre-frame technique to simulate infinite bounces, its cost is 0, it is used in Lumen as well.
Real infinite bounces are very expensive and there is no hardware for it.
@@josecangrejo3086 Yeah, I've wondered about what exactly those "infinite" bounces are because wouldn't that mean infinite calculations? lol
My only real nitpick with enhanced edition is that I wish fires from molotovs had shadows. Seeing the light clip through walls is weird
True, now I see it too
Get a life, nerd
Been playing this lately, Enhanced edition everything maxed out. It really just depends on the area what looks better, they did such a great job on the original lighting. Finding the infinite bounce RT to be a little washed out at times so turned the gamma way down which unfortunately makes the very dark areas of the game too dark. Hope they take this into account in the next game.
You have to use the deepdark command for better black levels. Then it won't be washed out anymore.
@@gerboog What is that?
@@raven_glass that's a consol command, try "-deependark"
@@raven_glass trying to explain it but TH-cam keeps deleting my comments.
I actually quite like the infinite bounce, especially in the cave showcase earlier on. Instead of an abrupt contrast between light and no light it realistically fades as light really does, light in general is just a lot better looking with IB enabled.
You can "fake" all of this, given enough time. Something linear, like Naughty Dog games, will barely improve visually as they have carefully crafted the lighting based on non realtime ray tracing and then mimicking those results with baked lights.
But that takes SO MUCH TIME. The real power of ray tracing is giving devs more time to do something else when they don't have to spent months on faking believable lighting.
I didnt know infinite bounces was possible, is it possible in infinite bounces set on to see infinite reflections when 2 mirrors are placed in front of each other?
They say infinite bounces but really 5-15 are actually needed most of the time so I imagine there actually is a cut-off at some point or else that double mirror thing would crash the game. I don't think there is such a scenario in the game anyway but the path traced version of Minecraft would stop this effect at 8 bounces.
Mirrors don’t actually show infinite reflections IRL because eventually it gets to small.
@@guitaristkuro8898 They keep reflecting till the light gets absorbed or the reflection becomes small till an atomic level.
Where in the graphics options is this infinite bounce RTGI?
Really depends what kinda room you're in (or outside) as to which I prefer. I quite like RT off in most of the rooms albeit sometimes a slightly nicer glow near the light source! (or I'd want RT somewhere between single and infinite?)
Another great video.
First game to showcase RTGI & design the game around it. props to 4A. Great story, great game. amazing visuals
How to you turn the single bounce rtgi on? Do you need the enhanced edition for it?
It's the RTX options of the original game, they're not as sophisticated as Enhanced Edition (which is 100% raytracing, can't even run it if you don't have a raytracing-capable graphics card or console)
Really big difference.. only metro exodus has a lot implementation of rtx features, I hope in future we will see more games with grapgics like that and better. Thanks for video)
Just been playing this with rtx on my god it was good. going from a i5ddr35700xt to a 5900x3080ti the jump in power is insane
Went from a 2060 super to 3070 ti and I feel the same. Crazy performance, with wayyy lower temps
Still the best rt implementation we've seen (factoring perf as well as visual fidelity). Beating even AAA studios.
2:37 Tokarev jumpscare
Metro Exodus EE got some weird washed out blacks, but with the launch command "-deependark" you get the right black levels. Different game afterwards!
very informative. i will try it on my pc, thanks 👌
whats the background song name?
Can you achieve that kind of lighting with reshade?
Awesome video bro but what is Single Bounce vs Infinite Bounce? I know what RTG is and went online and didn't see anything on it.
Basically, with single bounce the rays only bounce of a surface once, with infinite bounce the light rays get simulated as if they keep bouncing over and over again
Show us the FPS and Resolution
how you can change single/inf bounce?
Is this hybrid vs full ray traced?
If you have Raytracing, can you tell me why on my PS5 in the PS5 version game there are no options to activate RT anywhere and by doing the water test of lowering the camera to see if the reflection is still visible, it is not visible. ..that's called image reflection, I don't see the raytracing that they say so much.....I don't understand
Exclusive to pc
In most cases, infinite bounce feels fake. That kills the looks that the dev wanted. The infinite bounce just makes everything brighter, which kills the dull and bland feel.
Nah i love it
Nah we love it
That's just your opinion bro
@@blackbeans8096 Well that's because for some reason scrubs think that "brighter" equals better graphics, so of course you love infinite bounce.
Yeah, it just lights up every room like a fucking christmas tree. This is a HORROR game, set in caves and a metro tunnel. It SHOULD be dark!
How to enable infinite bounce rtgi?
"Hellblade - Senua's Blade" Win 10 PC / Game Pass version will soon get a Ray Tracing upgrade.
I don't think the Ray Tracing Update for PC has been released yet, I will let you know though.
@@RayTracingRevolution Thank you. It's not released yet, but will be soon. Series X just got the upgrade. Digital Foundry posted a video of it today.
Seeing this video today, I take it Dying Light 2 uses 1 bounce?
I believe so, explains why many scenes appear very dark in DL2. Though there is an argument to be made that it fits the horror theme :p
how did you get it to look like this?
There are two versions of Metro Exodus, the 2019 release and the enhanced edition. The RT OFF and single bounce RTGI is from the 2019 release, the infinite bounce RTGI is from the enhanced edition that came out this year
@@RayTracingRevolution that explains it then haha, i was assuming that this might of been RTGI shaders on top of the base game
I wonder why they didn't make an EE for Linux.
„InFiNiTe BoUnCe TaKeS dArKnEsS aWaY” of course it does because in all these scenes it makes zero sense for them to be this dark
We have to get an AI assist going for RT!
this game is like crysis. its anomaly .other studios wont follow its path i guess as they didnt try to reach crysis quality of graphics and in metro case the lighting.
infinite bounce rtgi wont happen again soon unfortunately .
Probably again with the next Metro game, it's their new engine! Can't wait to see more like this.
@@RayTracingRevolution yeah i hope so they may even develop some new ways to enhance ray tracing performance so we may even see better than this as i read in nvidia page.this new gen is literally last gen and we will see cgi quality at last .the crazy thing is that with nanite there is no need for better graphic crads anymore and with this ray tracing quality there is a little need for a better ray tracing quality .its the end of the line for games grapjics and gpus .
My guess is infinite bounce GI will start to be used more in a few generations, once ray trace capable hardware is fairly ubiquitous.
Single bounce & Infinite distort the colors.......I guess a player would have to ask the Devs what color was actually meant.....No game will look perfect visually.
need SER and Dlss 3 implementation
Infinite bounce or no RT!
I think 'single bounce' is the nicest.
Single bounce is not realistic since the light rays bounce only once from the surface. This is not giving the real light scene properly and aren't giving the light where it is should be. In reality, the light bounces infinite time
@@lukario223 He didn'ts ay the most realistic, he said it looked the nicest. Which it does. Realism for realisms sake is not a good thing, as you can see here, infinite bounce looks terrible. Also you are wrong, every bounce absorbs part of the light so every bounce is going to be less pronounced until you can't detect it anymore, so just having every room lit up like a firework is not realistic in the slightest.
But again, realism doesn't matter. This is first and foremost a moody horror-like game, removing all shadow and lighting every room and every crevice up like a christmas tree makes for a terrible horror experience. The game is SUPPOSED to be dark.
@@EskChan19 @EskChan19 1- So then clarify that for YOU it looks the nicest, which doesn't mean it actually looks like it. 2 - you're explaining something which is clear and well known. I don't know why are you explaining me something like that. And the sentence that the game "supposed" to be dark, isn't wrote anywhere, so it's again your only preference. A lot of games looks scarier and darker with climate where the realism takes charge - RT. And you saying that infinite bounces Looks terrible, just shows you don't understand ray tracing. Not mentioning path tracing. By the way, you used a wrong description for infinite rays. I guess you didn't actually understand it. It those rays would be infinite, like you just perceived, every 4 corners would you would stand in would be constantly and progressively lighted up and oversaturated, until nothing would be visible. Infinite rays bounce aren't infinite, they are are more flexible and behaves more naturally when it comes to light bouncing from surface to surface, which would simulate the more natural lighting behavior. If you would imagine you stand in very dark place in your house and you would light up RGB or torch, you have to notice how much light can actually spread away. You would walk away from the light bulb and still notice the light on objects in dark corners, just like the example with cave entrance on this video. - yet again, here is the matter of preference. You like "dark" lighting? Then turn it off.
@@lukario223 Wtf who fucking cares about this shit? You need to spend 100 and 1000s of Dollars to have a slightly more "realistic" lighting ? Come on this is just a game it doesnt have to be realistic. Even though the RT might look a bit more realistic it doesnt feel more realistic . To me with RT off the game feels much more atmospheric and " realisitc" . Do you play games to just stand around in the game and watch how good the lighting is? RT is just not worth it. Its completely scam and only a little marketing trick to pull more money out of the pocket of 1000s little 30 year old nerds who live in the garage of their parents, so that they can appreciate how much more beatiful the lighting is hahah.
You mean without ray tracing it actually matches the game vibe.
nice
The infinite bounce RTGI in this game never ceases to amaze me!
трассировка лучей - яркость на максимум
This shows how good ray tracing can look and how well it can run when a game uses ray tracing as the *only* lighting solution. I think the problem most people have with a lot of games that have ray tracing is that it is just tacked on to games that primarily use conventional methods of approximating light, with maybe ray traced shadows or reflections, and it still has a large hit to performance while not improving the image dramatically. With some games you can barely tell a difference between having ray tracing on or off other than the noticeably lower FPS.
This however focuses on implementing RTGI and infinite bounce RT, which provides a super accurate and revolutionary leap in lighting quality through the way light bounces around a scene, and with how shadowed/indirectly lit areas are illuminated. I hope more games do this in the future, especially considering that it sounds like it makes the workflow of the programmers/lighting artists much less laborious.
open field single bounce RTGI better , enclosed field infinite bounce RTG better
I'll just turn up the brightness on my monitor and RTX is on!
Now turn your brain on too.
@@gedeon_teuzemany you clearly don't get sarcasm
Imagine actually thinking the enhanced edition looks worse haha, these comments are pure copium.
i feel like the infinite bounce makes it a bit weird. i think single bounce looks better aesthetically as infinite bounce just makes it look brighter
Infinite better outside but RT off looks better in small houses... The atmosphere is ruined by ray tracing, the scenes weren't crafted for it.
The first day indoor scene in the rusty ship cabin looks fucking awful on infinite. The only scene where RT really adds to the experience are dark scenes with low lighting conditions. Daylight scenes in general look awful.
infinite bounce mostly looks horrible
its looks realistic bro
İt is nothing with the ray tracing. Rdr 2 has no ray tracing but lights are so realistic. İt is all about graphic quality of the game not ray tracing.
RDR2 uses fake raytracing. Basically the devs used raytracing, then recorded the light that produced and then embedded that light as static light. That looks almost as good as real raytracing but is a lot easier on the hardware. But it's really complicated to do and takes a long time to do.
But yeah raytracing just handles lighting. If the game itself looks like shit then having nicer lights won't do much to make it look better.
RTX OFF looks better in some cases lol
RTX off looks better for some reason
The game looks better without Ray tracing.
This game is beautiful but I hate that its a downgrade to the series.
To be honest, Infinite Bounce looks really bad. It just turns the screen super red and takes away all darkness, which in an atmosspheric/horror game is not a good thing.