Alan Wake 2 PC Path Tracing: The Next Level In Visual Fidelity?

แชร์
ฝัง
  • เผยแพร่เมื่อ 26 ธ.ค. 2024

ความคิดเห็น • 1.9K

  • @stefansamoyloff3866
    @stefansamoyloff3866 ปีที่แล้ว +418

    Using the "Control" location card font and sounds for your text introducing the name of the effect was such a wonderful and intelligent way to shout out your appreciation of Remedy's ongoing commitment to graphical excellence. Great work.

    • @MrmorpheuZ
      @MrmorpheuZ ปีที่แล้ว +16

      ...and the Max Payne BGM

    • @athena9029
      @athena9029 ปีที่แล้ว +16

      Control introduced those texts, but Alan Wake II uses them as well for every single chapter introduction. So it's more to stay in theme with the game that referencing other games.

  • @azazelleblack
    @azazelleblack ปีที่แล้ว +791

    It's really funny that the noise from the software RT gives the illusion of additional surface details. It reminds me of when Id Software, after demands for a "high-res texture patch" from fans, added a noise grain filter to the virtual texturing system in RAGE and called it "detail texturing".

    • @marrow94
      @marrow94 ปีที่แล้ว +110

      Well to be honest noise (grain) adds “detail” that might be fake, but still looks great.

    • @azazelleblack
      @azazelleblack ปีที่แล้ว +46

      @@marrow94 Sometimes! I think it looks AWFUL in RAGE though. You can actually tweak the size and intensity of the noise pattern with console variables. Reducing the intensity helps, but personally I think the game still looks great even today without it. Plus, it runs in 8K at 120 FPS locked even on RTX 2080!

    • @Wobbothe3rd
      @Wobbothe3rd ปีที่แล้ว +15

      ​@@azazelleblackRage was designed for 720p, just like how Doom 3 was designed for 480p

    • @TheTechDweller
      @TheTechDweller ปีที่แล้ว +5

      @@marrow94 You think so? I found it super distracting. Enough on some materials that I wanted to play with RT on just to eliminate that issue.

    • @colbyboucher6391
      @colbyboucher6391 ปีที่แล้ว

      Hmm, that's got to be resolution-dependent, right? Because at 1080p it really is just noise.

  • @Krackerjax
    @Krackerjax ปีที่แล้ว +194

    I walk around Bright Falls and I feel like im in 2030 with how good some things look. Then I see two NPCs talking to each other with super low quality faces, both wearing identical outfits. And then Im instantly snapped back to 2010.

    • @jungleboy1
      @jungleboy1 10 หลายเดือนก่อน +26

      yes i think they scrimped a bit on the npcs. Most of them are static and repeat their actions. I wish it was more spontaneous like GTA.

    • @RepublicofODLUM
      @RepublicofODLUM หลายเดือนก่อน +1

      Also the foliage pop-in is attrocious in some areas, takes me right out of it and is super unfortunate.

  • @akshaydabhadkarofficial5104
    @akshaydabhadkarofficial5104 ปีที่แล้ว +49

    Remedy’s art direction is just stunning. Agree that the technical aspect of the visuals is incredible as well, but the artistic aspect is even more striking. This game will look great even after 10 years.

    • @HappyDude1
      @HappyDude1 ปีที่แล้ว +6

      It will look better because then we can afford a gpu that will max everything out but 10 years is a lot!
      And tech is growing exponential so we will have games that look so much better. Just compare this game with something that looked great from 10 years ago

    • @akshaydabhadkarofficial5104
      @akshaydabhadkarofficial5104 ปีที่แล้ว +2

      @@HappyDude1 I agree but my point is tech could be outdated but art design can’t. This game’s graphical design has a lot of artistic flavours, it’s highly stylistic. Same thing with Control. Same thing with Red Dead 2. Another game with outstanding art direction is Dirt 3 which is 10 years old but looks beautiful, even today. Creating realistic graphics is easy today as there is always references available in real life. But those realistic graphics will look like shit 5 years down if they lack any artistic flavour. Games devs need to go the extra mile to give a unique look to the game to make it stand the test of time. Graphics will always feel outdated after some time but graphics with strong art direction will remain timeless. GTAV was praised on how realistic it looked in 2015. Then, only 4 years later, I saw comparisons to other technically superior games mentioning how unrealistic the lighting is. But there’s a huge factor which contributed in the way GTA V looked and will look. That’s ART DIRECTION. GTAV still looks beautiful and extremely unique in terms of its colour palate which gives an impression that it looks better than the new saints row technically, the reason being shitty art direction on Saints Row. Skyrim is technically the worst game ever made. But that dint stop it from being as iconic as it is, a massive contributor is amazing Art Direction. Uncharted 4, TLoU2, Dragon Age Inquisition, etc are more examples. In simpler words, art makes technology timeless. (My own words btw lol)

    • @HappyDude1
      @HappyDude1 ปีที่แล้ว +1

      @@akshaydabhadkarofficial5104
      Ow yes its like like A BMW M3 E46, which is technically a disaster, but it looks timeless. 😁 i think the art of bioshock still looks amazing and thats very old now

    • @akshaydabhadkarofficial5104
      @akshaydabhadkarofficial5104 ปีที่แล้ว +1

      @@HappyDude1 yup. Exactly.

    • @lukaskubinec9608
      @lukaskubinec9608 ปีที่แล้ว

      I am okay with what you say under circumstance that this game will be a very rare exception for at least next 5 years, it is good to push boundaries and improve on visuals, but not if most devs will try to take advantage of it and we will have to play upscaled games with 30FPS on average. I'd rather play on low settings, but native 4k. I have no problem with others seeing it differently as long as I'm given the option to play at native resolution even at the exepnse of details.

  • @antivanti
    @antivanti ปีที่แล้ว +492

    One thing I noticed is that the CRT monitors in the game do not emit light. They don't illuminate the room they're in and they aren't even visible in darkness

    • @munkeymajic
      @munkeymajic ปีที่แล้ว +55

      I think we are looking at what technology is being used rather than how fun a game is to play...a guarantee for failure for gamers at least.

    • @PositronCannon
      @PositronCannon ปีที่แล้ว +390

      @@munkeymajic Sir, this is a Wendy's.
      (aka, this channel's whole point is to examine the visual tech behind games, so not sure what you expect)

    • @ecognitio9605
      @ecognitio9605 ปีที่แล้ว +30

      ​@@munkeymajicHuh???

    • @gracecalis5421
      @gracecalis5421 ปีที่แล้ว +231

      ​@@munkeymajicMan's bitching that we focus too much on the technology on a channel that's dedicated on the technology.

    • @kingx1180
      @kingx1180 ปีที่แล้ว +12

      They do emit light

  • @alephnole7009
    @alephnole7009 ปีที่แล้ว +31

    I love how the pattern on the curtains in the diner actually have clear shadows with RT because the thicker fabric of the embroidery would block the light.

    • @alephnole7009
      @alephnole7009 ปีที่แล้ว +3

      FYI, I wrote this before he went back and pointed out this detail more directly

  • @Schizm1
    @Schizm1 ปีที่แล้ว +223

    Tbh AW2 is IMO one of the best examples of how amazing games can look.... without hardware RT.
    Unlike some titles where RT is complete game changer I feel in AW2 RT and PT is more of a "cherry on top" effect and game looks outstanding even without those effects.

    • @gabber_
      @gabber_ ปีที่แล้ว +17

      Completely agree. And if we could have separate settings to toggle RT reflections only, like in Control, i think it would be an improvement. Path tracing is too expensive, while SSR mixed with the software RT is both expensive and gives an even worse result. for now, my 3070 is perfectly adequate for everything 1440p, but playing with RT in 2 games this entire year, so i can't justify upgrading to 40s cards. Remedy has to improve on animating faces and expressions however. I feel like they are stil lacking in that department. Need to consult with Naughty Dog :)

    • @vandammage1747
      @vandammage1747 ปีที่แล้ว +10

      Doesn't look better than Tlou2, Forbidden west, Forza Horizon 5, Hivebusters, Mortal Kombat 1 etc. without the raytracing and image quality is horrible let's be honest.

    • @TheMybabloo
      @TheMybabloo ปีที่แล้ว +5

      Actually, ray traced shadows are on unattainable level compared with rasterization. But indirect lighting indeed can be simulated quite good without hardware RT

    • @AmazikGezk
      @AmazikGezk ปีที่แล้ว +2

      @@gabber_I think disabling RT and enabling the transparency setting gets you RT reflections only, that’s what I did with my 7900 XT where path tracing is just too expensive

    • @Schizm1
      @Schizm1 ปีที่แล้ว +23

      ​@@vandammage1747 Disagree. Lightning and models alone look better than TLOU2. Models in ND games only look amazing in cutscenes but look at them in photo mode and you'll see how much detail is lost.

  • @maxmusterman6030
    @maxmusterman6030 ปีที่แล้ว +306

    I expected a great looking game with Path Tracing after all I heard and how good control was back in the day, but the thing which impressed me the most is how good it looks when RT is off, I mean wow Remedy really hit the nail in both classes, fantastic.

    • @Emucratic
      @Emucratic ปีที่แล้ว +22

      It's a shame about the screen space reflections. Unreal engine has solved those issues by applying additional trickery through Lumen. You can have those mirror effects and have reflections of occluded objects. You can even have a fake umbra to make shadows softer the further they are from the object. It's all doable without raytracing, it's just a matter of devs implementing it properly by accounting for all the errors instead of just using one blanket solution.

    • @MPaulPhoenix
      @MPaulPhoenix ปีที่แล้ว +33

      @@Emucratic Lumen uses ray tracing so no, it's not doable without ray tarcing.

    • @George-um2vc
      @George-um2vc ปีที่แล้ว +24

      UE is still completely unfit for games, can’t even use CPUs properly, maybe next decade.

    • @ThunderingRoar
      @ThunderingRoar ปีที่แล้ว +6

      ​@@George-um2vcYour statement is paradoxical considering how many games were made in UE and how many more have been announced

    • @George-um2vc
      @George-um2vc ปีที่แล้ว +30

      @@ThunderingRoar I don’t think you know what the word paradoxical means, yes many games have been made, and many more are on the way, all with poor CPU utilisation bottlenecking performance.

  • @defromdark
    @defromdark ปีที่แล้ว +88

    Edit: update 12 fixed the issue described below:
    Enabling frame generation introduces hitching whenever the game transitions from pre-rendered cinematics to real-time rendered graphics, similar to what The Witcher 3 and Cyberpunk used to have before Nvidia released Streamline 1.5.6.

    • @maximefraisier1010
      @maximefraisier1010 ปีที่แล้ว +4

      Yeah and so what its a little inconvenience (that should be fixed I concede) compare to getting double FPS

    • @defromdark
      @defromdark ปีที่แล้ว +24

      @@maximefraisier1010 these transitions are used for jumpscares and they often occur a dozen times in the span of 5 seconds, so it's pretty jarring. Not to mention it ruins the dev's artistic vision for the game as well as the player's immersion. Love frame gen, needs fixed tho'.

    • @ervinfakas3973
      @ervinfakas3973 ปีที่แล้ว

      This is an interesting point. How do you know it is due to FG? Also worth noting to run it maxed even with dlss quality, you need FG on to run it at a good framerate. 80-100

    • @AshishAdlakha
      @AshishAdlakha ปีที่แล้ว +8

      @@ervinfakas3973 I have same issue and it disappears as soon as you turn off frame gen. Checkout Hollows’a gameplay part 1 video in the starting couple of minutes during jump scares, he also has these stutters.

    • @TheDarksideFNothing
      @TheDarksideFNothing ปีที่แล้ว +2

      I have a theory.
      I bet on transition you're just losing the FG frame because for obvious reasons it can't interpolate. This may not be fixable, or at least not without getting REALLY creative.
      Turn on a frametime meter. I bet the hitch is about double the normal frametime.
      I don't have RTX 4000 so I'd love to hear results if someone tests this.

  • @axtonjcranston1064
    @axtonjcranston1064 ปีที่แล้ว +146

    Back in the mid 90s I was in college learning about ray tracing and how it will change things, it's so nice to see it finally available. But still a shame that 99% of players will miss these details. DF you are doing such a service to all the devs out there who make this work.

    • @V3ntilator
      @V3ntilator ปีที่แล้ว +8

      In 1980's it took up to hours to render a Ray Tracing image on AMIGA 500, but a lot faster with 68030.

    • @davemeredith6964
      @davemeredith6964 ปีที่แล้ว +8

      They are but games should be gameplay first...visuals are one thing but gameplay is key.

    • @BiffGheek
      @BiffGheek ปีที่แล้ว +11

      ​@@davemeredith6964You're right, but you also need to remember that the art team and design teams are separate. Upping visual quality doesn't take away from gameplay unless we're talking about shifting funds around. Ultimately, visuals in games all come down to the proficiency of the artists and programmers working on the art team.

    • @xerxeslv
      @xerxeslv ปีที่แล้ว +3

      Yep, that's the problem. You loose so much performance, but what you get nearly unnoticeable without close inspection. Like when I am switching full RT\PT on in this game I am just getting same good quality picture but can't say if there is any difference. Remember that empty house in AW2 first location, I got inside with full PT on and was like "wow outside light gets inside very realistically and flashlight also looks pretty nice. I walked around paying attention to all the small detail, then I switched RT off and... it's all look the same! Like I know there got to be some changes but it looks so good without RT that I have to look at direct comparison picture by picture to notice all this stuff. So I am just keeping it off cause of the framerates. So yeah, from my perspective it would be much better if all this computational power would be used somehow to actually improve gameplay, not just small details that are left unnoticed mostly.

    • @yasminesteinbauer8565
      @yasminesteinbauer8565 ปีที่แล้ว +1

      @@xerxeslv Boring gameplay has nothing to do with too little computing power because of RT. AAA developers are simply usually not willing to experiment. You have to look into the indie scene for that. And if graphics aren't that important to you anyway, you'll probably be happier there.

  • @montlejohnbojangles8937
    @montlejohnbojangles8937 ปีที่แล้ว +142

    It really is an absolutely staggering technical achievement in so many ways. I loved just about every second with this weird, wonderful, game.

    • @nhagan001
      @nhagan001 ปีที่แล้ว +5

      Now if only the writing could have matched the graphics.

    • @JC-kl3uc
      @JC-kl3uc ปีที่แล้ว

      @@nhagan001 🤡

    • @zeroskaterz92
      @zeroskaterz92 ปีที่แล้ว +31

      @@nhagan001 The writing was amazing. What are you even on about? Clearly you didn't even play the first game nor Control.

    • @gericon2855
      @gericon2855 ปีที่แล้ว

      @@nhagan001 Much meta, very wow! :D

    • @nhagan001
      @nhagan001 ปีที่แล้ว +2

      @@zeroskaterz92 yeah, that Mary Sue character was SOOOO well written! Loved how she was able to solve so many mysteries by making shit up in her “mind palace”. I especially like the part where she knew that a person has a necklace on her with no evidence to support it!
      And when the person with the necklace is about to ask Saga how she knew, the game cuts her off because they know it is bullshit.
      I like how you claim I haven’t played other games to make it sound like I’m wrong.
      If I have to play a game outside of Alan Wake 1 to understand your story, you have failed as a writer!

  • @Starless85
    @Starless85 ปีที่แล้ว +2

    Fantastic as always. This is the future I think.

  • @loutrepolemique5951
    @loutrepolemique5951 ปีที่แล้ว +144

    I wanna mention something about transparency in the "Ray Tracing Optimised Settings" section of the video. Yes the low setting for transparency overall looks fine, but there are major graphical issues in some scenarios with crazy blocking effects and flickering which ruins the entire presentation of the scene. I get this issue looking at the lake from the main street of Bright Falls, with a very off angle. Switching to high seems for now to be the only solution...

    • @sven957
      @sven957 ปีที่แล้ว +31

      Yes, same here.
      Also there are a lot of mirrors in the game that straight up dont have a reflection at all, even with all path tracing maxxed.. He didnt mention that for some reason

    • @jackhanma376
      @jackhanma376 ปีที่แล้ว +1

      I get this also with the high setting, I think it's a bug

    • @loutrepolemique5951
      @loutrepolemique5951 ปีที่แล้ว +1

      @@jackhanma376 It has to be a bug, but I haven't noticed any major issue since I switched to high

    • @jackhanma376
      @jackhanma376 ปีที่แล้ว

      @@loutrepolemique5951 I've only noticed it when playing as Saga (very minor spoiler>>>>>> at the Valhalla nursing home rehabilitation center

    • @treebeard7298
      @treebeard7298 ปีที่แล้ว

      @@jackhanma376 Same here, specifically the Police Station on first visit. The glass dividers between the cubical offices was causing like a sparkling flicker.

  • @Denden-kj3rn
    @Denden-kj3rn ปีที่แล้ว +8

    i always get excited when alex talks about anything rt. Love his perspective

  • @AndreInfanteInc
    @AndreInfanteInc ปีที่แล้ว +82

    I wonder if the compromise rendering indoors was due to issues with insufficient ray counts / bounces for illuminating indoor scenes that are lit primarily by indirect sun lighting.

    • @sandrocarletto9386
      @sandrocarletto9386 ปีที่แล้ว +25

      probably done to keep the art style of scenes consistent unlike in a game like cyberpunk, where many story scenes were completely different which wasn’t what the developers intended. i do like how cyberpunk does things better though, as the whole point of path tracing to me is lost in this game due to it sacrificing accurate and perfect lighting for the art style

    • @mikkokoponen8464
      @mikkokoponen8464 ปีที่แล้ว +18

      Art style is much more preferable. Accurate lighting is nice but creators intent is better. I don't want games to look bland like most of the real world.
      Still this game has great art style as is in cyberpunk even though they are going for realistic lighting.

    • @sandrocarletto9386
      @sandrocarletto9386 ปีที่แล้ว

      @@mikkokoponen8464 if they would be able to keep the art style similar but also let full path tracing do it's thing it would be wonderful. in cyberpunk's case its true the scenes change a lot but the vibe is mostly intact.

    • @mikkokoponen8464
      @mikkokoponen8464 ปีที่แล้ว

      I think the scenes in AW2 change very much and vibe is definitely there. Comparing Alan and Saga scenes are already quite different.

    • @pixels_per_inch
      @pixels_per_inch ปีที่แล้ว +1

      That definitely seems like it. Nvidia's Path Tracer only does 2 bounces which makes many indoor areas and corners pitch black in Cyberpunk, it makes sense they're relying on signed distance fields as a fallback.

  • @syntaxed2
    @syntaxed2 ปีที่แล้ว +8

    Pathtraced shadows and those soft contact shadows are sooo delicious.

  • @RichardServello
    @RichardServello ปีที่แล้ว +32

    This game is SO ahead of it's time. I can't wait to see it in 10 years. I just played Quantum Break and now that it actually runs right it looks SO GOOD.

    • @brianfunt2619
      @brianfunt2619 11 หลายเดือนก่อน +8

      Who else wants a path traced remaster of Quantum Break?

    • @GrainGrown
      @GrainGrown 3 หลายเดือนก่อน +1

      *its

    • @GrainGrown
      @GrainGrown 3 หลายเดือนก่อน

      @@brianfunt2619 If I gave even two shits about Remedy anymore, I too would like to know how their game engines differ from game to game, and how easy/difficult it would be to implement later improvements to older games.

  • @Cleric13
    @Cleric13 ปีที่แล้ว +8

    @26:49 it seems the RTX 4070 SUPER came out early :D
    Great video still !!

  • @a54
    @a54 ปีที่แล้ว +58

    Outstanding video as always Alex. Your attention to detail is second to none and in this case really rewards the Remedy devs' attention to detail too! 👏

  • @Kotka1986
    @Kotka1986 ปีที่แล้ว +12

    Alan Wake 2 indeed looks gorgeous. All Remedy games have their own & tailored look ( that for me personally works 100 % ) that differentiates them from other AAA titles and that's why even Max Payne 1 looks good to me all those years later. I showed screenshots from my playthrough to my colleagues to illustrate how Remedy applies the right amount of restraint when placing assets in the environments so that the assets, materials & overall composition can shine without unnecessary visual clutter. The only small nitpick i have with the PT & RT reflections is that they really did the mirrors in this game dirty by having this awesome tech and still making the surfaces look rather bumpy and producing really weird reflections. Other than that, looking at the extremely noisy reflections on the ground in Robocop :Rogue City i realized how much better Northlight engine ( and RED engine, for that matter , after playing through Phantom Liberty with PT on ) look when implementing those techniques than UE5 right now. P.S using music from the first Max Payne game here brought a smile on my face :)

  • @Unprotected1232
    @Unprotected1232 ปีที่แล้ว +10

    19:00
    Alex and his path traced toilets. Name a more iconic duo.

  • @rightjoycon8452
    @rightjoycon8452 ปีที่แล้ว +9

    Great editing on this one, love the Remedy/AWII style title cards.

  • @Psychos1s
    @Psychos1s ปีที่แล้ว +172

    It looks like Remedy is using a technique I was hoping devs would use when ray tracing was first introduced back in 2018. Use it as a visual guide for the non-ray traced counterpart. In art, thinking of it as tracing the source image. So many scenes are pretty close.

    • @livingcorpse5664
      @livingcorpse5664 ปีที่แล้ว +4

      Nice!

    • @RonniSchmidt-mi7pd
      @RonniSchmidt-mi7pd ปีที่แล้ว

      PS5 games are better, Spider man 2 only has Ray tracing

    • @rockapartie
      @rockapartie ปีที่แล้ว +15

      You make it sound like RT is a new thing. 😉 GPU-accelerated RT was introduced to consumer graphics cards in 2018, but RT's been a thing since the 70s, has been used in movies /artworks for decades and the first real-time RT demo I've seen was Quake 3 RT (part of Daniel Pohl's bachelor's thesis AFAIR; later, he used to work for Intel for a couple of years and did a couple projects on Larrabee - but we all know how that GPU turned out. 😔).

    • @kevindesousa6277
      @kevindesousa6277 ปีที่แล้ว

      Maybe i am wrong but i feel like this is how valorant textures are made, you can see color bounce on some maps but the game is rasterized

    • @L1ama
      @L1ama ปีที่แล้ว +8

      @@rockapartie Yeah, to emphasise: the new thing that's now available is real-time raytracing. Having to render 30+ times per second is a vastly different problem to waiting even a minute to get a static render which you could use to recreate with less resource intensive lighting tech.

  • @Startpilot83
    @Startpilot83 ปีที่แล้ว

    Danke! Thanks for the great Work. Helps a Lot every time

  • @simoncodrington
    @simoncodrington ปีที่แล้ว +13

    Now this is some top quality coverage guys. Really keen on this one, especially showcasing the different RT effects and how they work both in still images and in motion. Keep it up!

  • @AndyGilleand
    @AndyGilleand ปีที่แล้ว +1

    Alex, I think your PC monitor may have its brightness set too high. A lot of your videos include really dark shots that can't be seen well unless I watch with the lights out. I have my C2 calibrated to 175 nits in SDR mode, optimized around my lighting conditions.

  • @CobraF1
    @CobraF1 ปีที่แล้ว +10

    Ah! The video I've been waiting for hehe :) Time to find out how to optimize my RX 7900 XTX in AW2 but with keeping Raytracing (ideally path tracing).

    • @GOTEEGAMING
      @GOTEEGAMING ปีที่แล้ว +1

      The game works great on my 4070 just put FSR 2 on quality u be good .

  • @missfortune9269
    @missfortune9269 ปีที่แล้ว +4

    The rounded surveillance mirror in the subway was really a wow moment for me

  • @haunter4764
    @haunter4764 ปีที่แล้ว +19

    On my 3080, with PT at medium settings 1440p DLSS balanced, I only had 30FPS experience in the forest segments in Saga's story, the rest of the game, and all of Alan's story, it was smooth

    • @tezkhaos
      @tezkhaos ปีที่แล้ว +6

      Those Saga forest sections seem to be the most demanding parts of the game. Return 2 tanks performance on PS5 in both quality and performance mode.

    • @api3de
      @api3de ปีที่แล้ว +1

      rtx 4070 1440p,ultra,raytracing max with path tracing/dlss quality - minimum 50fps in the forest :)

    • @BigBoss-kk4sr
      @BigBoss-kk4sr ปีที่แล้ว

      @@api3dewith frame gen?

    • @api3de
      @api3de ปีที่แล้ว +1

      @@BigBoss-kk4sr yes,looks & runs great

    • @LargelyNonsense_818
      @LargelyNonsense_818 ปีที่แล้ว

      Same for me. Seemingly all the scenes in Bright Falls have way more stuttering.
      I have to turn off RT entirely to get it to run well.
      Then I turn it back on when I get to Alan/Dark Place/'indoor' portions

  • @DeathJam89
    @DeathJam89 ปีที่แล้ว +10

    4070 Super? Did the rumours already become reality or am i missing something? :D

  • @TheAxb2010
    @TheAxb2010 ปีที่แล้ว +4

    This took a lot of time to make. There are at least 3 changes in Alex's intonation so it feels like the video was done in 3 segments. The final result may be half an hour long but this a lot more time and a lot of work to accomplish.

  • @s26me
    @s26me ปีที่แล้ว +8

    Between the hardware requirements and my backlog, cannot wait to play game in 5 years from now.

  • @SpartanCarver
    @SpartanCarver ปีที่แล้ว +6

    RTX 4070 Super? Labeled at 26:58
    THANK YOU for calling out the mouse stutter. Drives me crazy.

    • @sven957
      @sven957 ปีที่แล้ว +1

      Why is barely anyone talking about the mouse stutter, its such a major issue. This game also has traversal stutter here and there.
      But I guess its not unreal engine so its not cool to complain about stutter

  • @xblur17
    @xblur17 ปีที่แล้ว +10

    Fantastic video. I wish they would give us a "pure pathtracing" mode with GI taking over all lighting

  • @191desperado
    @191desperado ปีที่แล้ว +34

    I love that you took the “When it’s done” approach with your analysis of this one. Cheers for staying true to yourselves. 🍻

  • @EricRidesDirt
    @EricRidesDirt ปีที่แล้ว +68

    We should praise Remedy for making small and relatively insigificant cuts to ray tracing in order for the game to run well. That is how you optimize a game. They made cuts that no one would notice in game to give most systems a chance to hit 60fps. Well Done!

    • @Kabodanki
      @Kabodanki ปีที่แล้ว +2

      my 3090 can't run 4k/60fps constant with RT lowest setting enable lol

    • @ecruz010
      @ecruz010 ปีที่แล้ว +8

      @@Kabodanki Alex literally provides optimized settings at the end of the video, you obviously need to use DLSS if you want to do 4K.

    • @b4ttlemast0r
      @b4ttlemast0r ปีที่แล้ว +8

      @@Kabodanki bro even a 4090 cant run pathtracing 4K60, not realistic to expect

    • @b4ttlemast0r
      @b4ttlemast0r ปีที่แล้ว +1

      PC games have settings that you can change for lower end systems. Of course they can do this for lower settings but the highest available settings should be uncompromised.

    • @criticalt3
      @criticalt3 ปีที่แล้ว

      It's disappointing to see people praise this game for optimization when it brings the 4090 to 1080p with RT off. The game has some issues.

  • @existentialselkath1264
    @existentialselkath1264 ปีที่แล้ว +70

    I've been looking forward to this.
    For the first time in a long time, asset quality is now the limiting factor in realism. Lighting is effectively a solved problem.

    • @squirrelsinjacket1804
      @squirrelsinjacket1804 ปีที่แล้ว +11

      I'm hoping full ray tracing (aka path tracing) becomes the norm for AAA releases.

    • @SentinelxPrime
      @SentinelxPrime ปีที่แล้ว +6

      I'm not sure about that, there still seemed to be issues with the GI system. It's good but not mind blowing.

    • @ImplyDoods
      @ImplyDoods ปีที่แล้ว +10

      nah pathtracing as the way its used in these games still as problems mainly beacuse its using previous frame information to construct a good looking image and low sample and bounce counts not to mention its not simulating light asif it was a wave/partical but just a partical what is not entirely acurate and breaks some effects that work in real life nvidia released a paper on a wave/partical tracer that would be more acurate but its 10x slower so not viable for games

    • @existentialselkath1264
      @existentialselkath1264 ปีที่แล้ว +3

      @@ImplyDoods sample counts are an easy fix. As time goes on you can run these games at higher internal resolutions which will increase the amount of samples. Ideally, you'd have better anti aliasing options including the ability to disable TAA for this future hardware, but any time that subject is brought up, DF gets strangely defensive. But regardless, higher resolutions are all you really need.
      My point isn't that this game looks perfect, it's that all the tech is now available to reach a level of perfect photorealism that we've seen in movie CGI for just over a decade now.
      As for wave/particle stuff. Stuff like spectral rendering is neat for edge cases, but if you avoid using complex materials you can render photorealistic images without it and even a lot of photoreal CGI rendered offline doesn't use it.

    • @alexatkin
      @alexatkin ปีที่แล้ว +7

      Clearly not solved as pointed out in the video, but were much much closer. I will never understand people who dismiss lighting as not matters and its the biggest thing that gets us close to photo realism.

  • @bobbye4369
    @bobbye4369 ปีที่แล้ว +6

    Once I go out of the forest sections, I was really able to take advantage of RT/Path Tracing on low, with all other settings on High/Ultra on a 3090 with a pretty solid framerate in the 80-90s. That forest section is just an absolute beating with RT/PT on.

    • @simongravel7407
      @simongravel7407 ปีที่แล้ว +1

      True. Like a ~60% drop in performance. I guess there's too much geometric detail.

    • @PedroNWO
      @PedroNWO ปีที่แล้ว

      New PC user here with a 3090 too. Do you recommend DLSS performance or balanced? I still don’t understand what this technology actually does. I feel if I use performance I’m doing it wrong so I put it on balanced.

    • @termitreter6545
      @termitreter6545 ปีที่แล้ว

      @@PedroNWO DLSS you should either use quality or not at all. Because otherwise youre massively losing imagine clarity, while getting a lot more artifacts.
      Especially on a GPU like a 4090 you should never use balanced/performance. Otherwise why even have a high end GPU, if you just look at a blury image like that?

  • @dolan_plz
    @dolan_plz ปีที่แล้ว +219

    And the winner of DF's best graphics of the year is...

    • @majstorringo
      @majstorringo ปีที่แล้ว +11

      Spiderman 2

    • @adknife2046
      @adknife2046 ปีที่แล้ว +27

      Gollum? I mean cyberpunk 2077 😂

    • @marlee_oh_noo
      @marlee_oh_noo ปีที่แล้ว +42

      ​@@majstorringono

    • @Bestwick1983
      @Bestwick1983 ปีที่แล้ว +37

      @@majstorringo I think you mean Spiderman 1.5

    • @majstorringo
      @majstorringo ปีที่แล้ว +1

      @@marlee_oh_noo Ok, what is the best graphic game in your opinion? Open world game in first place.

  • @CakeMelons
    @CakeMelons ปีที่แล้ว +4

    Hmm and i was thinking looking at faces in AW2 that rather weirdly there seems to be no SS which looked kinda bad. It does stand out in a bad way. But it turns out it's a byproduct of RR doing it's work. Also the fact that game seems to be using mix of GI solutions explains why Oliver in his video thought that there's much less difference in game's visuals on consoles compared to PC presentation than he was expecting. Excellent video Alex, thank you.

  • @CrispyGFX
    @CrispyGFX ปีที่แล้ว +26

    What you guys do for the industry and for the consumers is invaluable.

    • @plazzy9911
      @plazzy9911 ปีที่แล้ว +1

      Yup. Absolute champs. Only "commercially viable" Channel that actually calls out bullshit.

    • @samsabruskongen
      @samsabruskongen ปีที่แล้ว

      hahah sure pal

  • @markuslorcher9392
    @markuslorcher9392 ปีที่แล้ว +2

    Did you guys just leak something? At 26:56 you listed the performance of a Nvidia RTX 4070 Super...🤔

  • @kjellvb1979
    @kjellvb1979 ปีที่แล้ว +4

    I noticed that turning on ray tracing claims it will disabled a couple of settings, but they are still listed as on ( such as SSAO) and I had to manually turn the settings off... Not sure if that actually made a difference, but I figured I would mention such.

  • @Mikx100
    @Mikx100 ปีที่แล้ว +2

    Thank you for doing this. I just cranked the settings to eleven and played the game, now i can appreciate every detail.

  • @amberlight303
    @amberlight303 ปีที่แล้ว +15

    Such a joy to watch your videos, guys! So proficiently crafted. Beautiful speeches, such insanely deep dives into all these amazing technologies. Highly appreciated!

  • @DustinKono
    @DustinKono ปีที่แล้ว +1

    Thank you, Alex. Was waiting for this video. Top notch work you do. Cheers!

  • @ScorpioNick
    @ScorpioNick ปีที่แล้ว +9

    Watching this, I couldn't get out of my mind that the Max Payne 1&2 remake will be in this Northlight engine. That's going to be special indeed.

  • @primarchlogarius
    @primarchlogarius ปีที่แล้ว +22

    Having RT on with max settings does increase the fright factor a lot more. Many a times I find some gleaming light or shadow and realize after getting scared that it was only my character’s reflection.

    • @deafblindnoob2748
      @deafblindnoob2748 ปีที่แล้ว +3

      that happened to me in control dozens of times, way more often than in alan wake 2. rt changes atmosphere to varying degrees but that was one of the most game changing side effects.

  • @biggreek4022
    @biggreek4022 ปีที่แล้ว +34

    Im definitely a bit jealous of how clean the PC version looks..The only issue i have with console versions is the horrible implementation of FSR2..It's seriously horrible looking I haven't seen so much aliasing since the 360 Ps3 era...Other games that use FSR2 definitely still have aliasing but not even close to the same level as AW2...It really really takes away from the otherwise sublime visuals..

    • @RonniSchmidt-mi7pd
      @RonniSchmidt-mi7pd ปีที่แล้ว +17

      You are jealous of DLSS optimization, PC with FSR has shimmer too
      This is a Nvidia optimized game

    • @vandammage1747
      @vandammage1747 ปีที่แล้ว +8

      It's because native resolution is way too low. 850p on XSX/PS5 is basically ps3 output

    • @biggreek4022
      @biggreek4022 ปีที่แล้ว +10

      @RonniSchmidt-mi7pd Thats not what I'm saying...DLSS is a much better upscaling solution but FSR2 is used in Starfield and Immortals of aveum and cyberpunk 2077 and like I originally stated they all have aliasing and shimmering issues but not even close to how badly it looks in AW2...Capcom updated RE4 remake on series x to use FSR2 and looked like a shimmering mess and a week later updated it again to go back to its original upscaling solution because it looked so much better....They can use other anti aliasing techniques on top of FSR2 to help lesson the horrible aliasing..

    • @biggreek4022
      @biggreek4022 ปีที่แล้ว +6

      @vandammage1747 in quality mode it's about 1280p native...Immortals of Aveum is 1080p native upscale and still looks cleaner with less aliasing and shimmering.

    • @nuruddinpeters9491
      @nuruddinpeters9491 ปีที่แล้ว +3

      Would be nice if customers had an option to buy nvidia sku hardware for home consoles, but thats not cost effective for either nvidia or sony/xbox.
      However...
      Nintendo will likely be your best bet, though their power budget on switch 2 will be pathetic, i am going to be stoked to see how DLSS creates relatively sharp as hell imagines for the tiny tablet screen...
      Wish my steamdeck could use an nvidia SOC like Nintendo's upcoming Switch 2. Im very jealous. Fack FSR.

  • @chickenpasta7359
    @chickenpasta7359 ปีที่แล้ว +2

    The shadows with path tracing really sells the photorealistic look

  • @bb5307
    @bb5307 ปีที่แล้ว +73

    I kinda wonder how it would look like if something similar to AI ray reconstruction would be used on rasterization. like training a AI model to detect the parts that are wrong in a cascaded shadow and improving it to make it more realistic or improving the screenspace reflections. Sure it would never look like pathtracing but it would basically be a free upgrade i think?

    • @Crazy09starkillor
      @Crazy09starkillor ปีที่แล้ว +10

      Reminds me of the "real life ai filter" video I saw for Gta 5

    • @gavinderulo12
      @gavinderulo12 ปีที่แล้ว +14

      You would need a model for each part of the render pipeline. With Ray reconstruction you only need one.

    • @DMPLAYER1000
      @DMPLAYER1000 ปีที่แล้ว +22

      I like this idea, but it seems like something that would take a lot of computational power just to do what ray tracing already does, but with a worse outcome. I think Nvidia’s making the correct choice by offloading ray tracing denoising to AI, and that will lead to better visual outcomes for the performance cost rather than training AI to fix up screen-space errors

    • @bb5307
      @bb5307 ปีที่แล้ว +4

      @@DMPLAYER1000 I don't know, if you already have made 2 versions of the game (raster and pathtracing) the AI could be trained on the pathtraced version of the game to get a better idea how something is supposed to look like and more or less use that data to more accurately recognize the parts where rasterization is failing and improve on it.

    • @aladdin8623
      @aladdin8623 ปีที่แล้ว +6

      It does not make sense to enhance rasterization per a.i. because you always want to train a.i. on the most accurate light and shadow calculations possible as a solid basis. A.I. RT and even PT does already exist by the way and can even run on a GTX 1050 or even intel iGPUs, no joke.

  • @missfortune9269
    @missfortune9269 ปีที่แล้ว +1

    Thank you Alex for this, frankly, listening to you go in such detailed description of the graphical features of this game, it is really turning me on

  • @TheMybabloo
    @TheMybabloo ปีที่แล้ว +2

    3:42 just mind blowing shadow. Totally worth to enable RT at least to see this

  • @eraser2727
    @eraser2727 ปีที่แล้ว +4

    Why do the mirrors in AW2 have such a low resolution? Every puddle looks better. That had me wondering...

  • @khs511
    @khs511 ปีที่แล้ว +2

    Word of advice play this game on a big screen. It looks nuts.

  • @myDorako
    @myDorako ปีที่แล้ว +5

    I was waiting for you to point out that the two red ketchup squeeze bottles in in the diner scene were entirely omitted from the RT shadow and RT reflection.

  • @xXRenaxChanXx
    @xXRenaxChanXx ปีที่แล้ว +2

    Funny how developers were able to produce nearly identical results in the past with techniques like baked lighting and cube mapping. And now suddenly everyone says it's impossible without RT? Bullshit. Also, if RT off actually means "RT software mode" they should label it as such.

  • @gebgeb1
    @gebgeb1 ปีที่แล้ว +1

    Love how you emphasized the increased fidelity while the game is in motion, still image comparisons don't do rt effects justice a lot of the time atm. It's while the camera is moving that they just look and feel completely surreal

  • @cosmic_gate476
    @cosmic_gate476 ปีที่แล้ว +3

    I am so grateful that I lived to see what full pathtracing looks like on an OLED ultrawide monitor. Thank you God, for gracing me with such privilege and thank you DF for your coverage. Yours truly, a fellow graphics engineer.

    • @giannis_tar
      @giannis_tar ปีที่แล้ว +2

      it really was all God's work, no one else's

  • @gelvlc
    @gelvlc ปีที่แล้ว +2

    One annotation. If you focus the flashlight to a mirror you don't see the reflection of the flashlight on the near walls or objects. With RTX on or off.

  • @RavinduNanayakkara
    @RavinduNanayakkara ปีที่แล้ว +7

    I hope Northlight won't have the same 'killed eventually by Unreal" fate like REDEngine.

  • @TheNightstalker80
    @TheNightstalker80 9 หลายเดือนก่อน +2

    Yeah, can we talk about the PRICE for all that vidual glory? Getting a GPU that can handle all that is not cheap and by not cheap I mean extremely expensive. I'm not talking about a GPU where you can set RT to ON and play at about 50-60 frames, I'm talking about playing the game in 4k with REALLY good quality settings... A GPU that can handle that would cost at least about 900-1000 bucks!

  • @dampflokfreund
    @dampflokfreund ปีที่แล้ว +7

    It really sucks for Turing and Ampere users that the standard reflections, which can make a big difference, are locked behind path tracing.

    • @BrecklynFast
      @BrecklynFast ปีที่แล้ว +1

      How does that suck? That hardware doesn't have capable technology to do ray tracing, it's not built for RT.

    • @dampflokfreund
      @dampflokfreund ปีที่แล้ว +3

      @@BrecklynFast Bullshit. They could have used standard RT reflections like in many other games such as Control.

  • @bryanroy3239
    @bryanroy3239 ปีที่แล้ว +1

    Wow those shadows from the crochet curtains blew my mind. 🤯

  • @marianokpo15
    @marianokpo15 ปีที่แล้ว +6

    Great analysis Alex, keep up the good work!

  • @georgeindestructible
    @georgeindestructible ปีที่แล้ว +1

    To be fair, this is why most gamers don't care about RT, because in 2:37 there is a great demonstration where in that picture, the difference shown could just be as if light was emitted towards that plant object from another type of perspective, which diminishes the added effects of realism from the RT respective since it becomes a matter of perspective at that point and not a matter of accuracy of how light actually interacts with objects irl.
    Most people don't even think about that fact.
    TLDR when something it's so good, and the difference seem to be just a matter of perspective + the performance of one perspective which provides so little costs so much, becomes a major issue.
    Thus, most people won't buy a 4090 to play AW2 but great analysis as always.

  • @Compusemble
    @Compusemble ปีที่แล้ว +17

    This is probably the most technically advanced and impressive games ever. Excellent work by Remedy.

    • @raresmacovei8382
      @raresmacovei8382 ปีที่แล้ว +6

      Nah, Cyberpunk still is the top dog

    • @dam8976
      @dam8976 ปีที่แล้ว +2

      in graphics perhaps the gameplay is the same a any other game out there. i prefer better ai, physics and intereaction with enviroment than a game that you can t do almost anything.

    • @BryceCzirr-jz7ju
      @BryceCzirr-jz7ju ปีที่แล้ว +1

      2077 with path tracing is still king. It's also a massive open world, making it more impressive.
      People may think AW2 looks better due to being more realistic looking while 2077 is a fantasy setting which can come off almost cartoony.

  • @animusfault
    @animusfault ปีที่แล้ว

    Thanks!

  • @Xanias00
    @Xanias00 ปีที่แล้ว +2

    I would have assumed that they are 'blending' path-tracing with the software GI system at least in part in order to preserve the artistic intent in certain scenes where full path-tracing may otherwise lead to a different/undesirable aesthetic outcome. Still a gorgeous game, but the overall technical impression is somehow a little less impressive than Cyberpunk's path tracing implementation (art aside, of course). Either way, really exciting to see developers embracing new technology in this way, especially in a game which seemingly does require such precise artistic lighting of scenes. Perhaps an unblended and improved path tracing mode would be a good addition for a potential rerelease some years down the line, as with Control's Ultimate edition/patched in ray tracing enhancements on PC. Thank you for the ever enlightening content!

  • @killerfugu2659
    @killerfugu2659 ปีที่แล้ว +1

    Amazing video and attention to detail.
    I wish every game had RT to remove SSR, gotta be the single most distracting effect in gaming history.

  • @tomkirbygreen
    @tomkirbygreen ปีที่แล้ว +5

    Thank you Alex, this kind of analysis is second to none! Hope you’re having a great weekend.

  • @notthere83
    @notthere83 ปีที่แล้ว +1

    Man, reminds me of how 20 years ago, I experimented with path tracing renderers at university and had conversations around whether that could ever be done in real time... especially because to get the noise to acceptable levels, you had to render for a really long time.

  • @lukilladog
    @lukilladog ปีที่แล้ว +2

    20:00 looks extra fantastic?... bro, this is the perfect example of diminishing returns, no worth it at all. You could use all that extra computing horsepower to put better looking trees, super detailed complex parallax, better and more models, characters that don't look made of paper, etc, etc.

  • @marcosmaldonado5393
    @marcosmaldonado5393 10 หลายเดือนก่อน

    Love that u use Remedy`s game ost like Control, Max Payne and Quantum Break and of course, great video !

  • @zackfair_og
    @zackfair_og ปีที่แล้ว +24

    I'm honestly more impressed by CP77 path tracing especially because of it being open world

    • @mgkpraesi
      @mgkpraesi ปีที่แล้ว +6

      cp 2.0 looks insane. thats true.

    • @Lucatekken
      @Lucatekken ปีที่แล้ว +2

      This is because Cyberpunk lighting in Raster is much worse than RT and path tracing. AW2 is wonderful in Raster and gorgeous on PT.

    • @kukuricapica
      @kukuricapica ปีที่แล้ว +2

      This is more about artistic choices imho. CP2077 has it’s world which is a world of year 2077. This game is taking place in woods and dark nighmarish NYC with a an aim to have that True Detective, s7ven, Ozark feeling to it. It’s not that northlight engine couldn’t do what CP2077 but like I have said…two completely different scenarios. I like AW2 more personaly but I do play it on 4080. I’m curious what would be Alexes opinion how the visuals scale between AW2 and CP2077 Overdrive.

    • @RCmies
      @RCmies ปีที่แล้ว

      I don't think the fact that it's open world matters when it comes to path tracing because you're still rendering the same number of pixels and firing the same number of paths. Alan Wake 2 seems to have more realistic surfaces in some cases but overall cyberpunk seems to use the results of full path tracing better.
      Edit: Of course it's more difficult to control the look of global illumination in an open world so in that sense it's definitely more impressive what they were able to do with cyberpunk especially since it wasn't originally designed around path tracing.

    • @kukuricapica
      @kukuricapica ปีที่แล้ว +1

      @@RCmies could be interesting to see if Nvidia use Northlight engine as it’s showcase for RT graphics and will patch AW2 to use full path tracing in the future. It seems to me that it’s matter of a few tweaks.

  • @carl3941
    @carl3941 ปีที่แล้ว +1

    Got to love how the title of the video is called Alan Wake , but the thumb nail is Saga.... Sagas story 2

  • @bluedragon219123
    @bluedragon219123 ปีที่แล้ว +8

    Even without Ray Tracing on the lighting alone in modern games make a comparable look which is still impressive. Still Great Job! :)

  • @Taking6243
    @Taking6243 ปีที่แล้ว +2

    Ehm at 26:49 it is written RTX 4070 SUPER… Is this a typo or DF have access to unreleased SUPER models?

  • @TexelGuy
    @TexelGuy ปีที่แล้ว +17

    I found out using DLSS tweaks that Alan Wake 2 for some reason uses the 'C' DLSS model preset by default instead of the Nvidia recommended default 'D' preset, causing far more temporal instability and aliasing in the image than you'd usually see compared to other recent big titles. For example in this video at 26:18, both the middle and especially the left video have tons of temporal instability in and around foliage, and this is *massively* improved by switching to the 'D' preset using DLSS tweaks. It's not as good as ray reconstruction because you'll still see subtle "splotching" effects, but the C preset is giving the hand tuned denoisers a huge disadvantage in that comparison. This improvement is visible with RT direct lighting turned off as well, and a lot more visible at lower internal resolutions.
    The C preset, as far as I remember, is only supposed to be used in older games or in games bad or broken motion vectors where the D preset will cause massive amounts of ghosting everywhere. This is not the case with Alan Wake 2 (the D preset works wonderfully, as expected from a modern game with good motion vectors), so it's puzzling that they'd pick that preset as the default, against what Nvidia recommends.
    The game also seems to be using a bad custom exposure value for DLSS, since turning on DLSS's 'AutoExposure' feature reduces ghosting massively in some specific situations I found. I _was_ playing the game in HDR when I tested this, so maybe the custom exposure value set by Remedy works fine only when in playing in SDR, but it's worth a shot.

    • @Serandi1987
      @Serandi1987 ปีที่แล้ว

      I will sell my 4090 and get a 7900 XTX because I dont use RT at all and dont need it!

  • @JeremyHansenblue2kid3
    @JeremyHansenblue2kid3 ปีที่แล้ว +1

    Optimized settings: PS5 performance settings// indirect path trac = low // transparency setting = low // denoise = low or RTX ray reconstruction // (some other but no idea what he is talking about will edit later when I have the game menu in front of me.)

  • @Skulka
    @Skulka ปีที่แล้ว +4

    26:53
    RTX 4070 Super ? Does Alex knows something we don't ?

  • @robhewitt5640
    @robhewitt5640 10 หลายเดือนก่อน +1

    I have this on my PC (4090) & Played the trial on my PS5. PC is obviously a lot better, but when your engaged in the game you dont notice all the differences. Its great how well optimised it is.

  • @Martel4
    @Martel4 ปีที่แล้ว +3

    I've been playing with RT on and suffering the decrease in frames. Worth it tho. Game is pretty stable. When you first enter the overlap and the red light is shining thru the leaves I just had to keep it on.

  • @ibonitog
    @ibonitog ปีที่แล้ว +2

    26:50 RTX4070 Super? Just a typo or has DF already got the refresh cards lying around? :D

  • @mwdavis77
    @mwdavis77 ปีที่แล้ว +13

    I know DF is really blown away by this game's graphics, and I agree the lighting is probably the best out there, but the character models and animations still look stiff and video game like to me. I don't think they did nearly as well with animation and characters as some other games out there.

    • @pistachiodisguisey911
      @pistachiodisguisey911 ปีที่แล้ว +3

      Yeah I agree, models look like wax replicas of celebrities u see in those museums in la to take selfies with, Alex Casey also has horrible lip syncing bc it’s Sam lakes face and not his voice, why not just scan the voice actor like in max Payne 3 bc his facial animations in that are better from 2012

  • @missfortune9269
    @missfortune9269 ปีที่แล้ว +1

    Oh, I tought the stutters when moving camera with mouse was a problem on my end, but it turns out it's a bug from the game, thanks for mentioning that

  • @360Fov
    @360Fov ปีที่แล้ว +41

    Imagine the days when path traced lighting is an afterthought and even mobile games feature full RT ... I wonder how far that is... 15 years?

    • @flexplodin
      @flexplodin ปีที่แล้ว +9

      Probably a 3 year overestimate, but better to give it that slack😋. I can't believe the progression. Video games are going to be the optimal way of telling a story across the board.

    • @blasianking4827
      @blasianking4827 ปีที่แล้ว +38

      Up to 10 years, probably less. Ray tracing/path tracing will absolutely become the norm in some time.

    • @xephyrxero
      @xephyrxero ปีที่แล้ว +6

      I think almost all 3D games on console and PC, and even some high end mobile ones will be raytraced by about 2030. For *all* mobile games to also be RT, then it probably will be 15 years...

    • @RonniSchmidt-mi7pd
      @RonniSchmidt-mi7pd ปีที่แล้ว

      ​@@blasianking4827Spider man 2 is Ray tracing only playstation 5

    • @blasianking4827
      @blasianking4827 ปีที่แล้ว

      And it's one of the first of its kind, and I imagine it relies on heavy upscaling.
      What I was more so talking about is a point where ray tracing is the default, and regular consumer hardware is able to comfortably run ray traced games instead of the heavy performance cost there is right now. @@RonniSchmidt-mi7pd

  • @pfimpel
    @pfimpel ปีที่แล้ว +1

    Increadibly elaborated video giving an outstanding analysis. Secont to none.
    Kudos and thank you very much!

  • @b4ttlemast0r
    @b4ttlemast0r ปีที่แล้ว +22

    These errors that persist even with PT are exactly the kind of things you want to get rid of when turning PT on. I hope they can fix it and provide an option with uncompromised PT

    • @computron5824
      @computron5824 ปีที่แล้ว +4

      It seems that the visual errors might be due to the fact that this is more of a hybrid path tracing mode than anything else. An accurate path tracer shoots a lot of rays per pixel at the same location which then bounce off into different paths to get an average of the pixel color each time it hits something else. Advertising these games as using path tracing can be a bit strange because there are areas which dont look path traced at all.

  • @rwells3325
    @rwells3325 ปีที่แล้ว +2

    chain link fences rarely fall off as much as they do in the ray tracing example and does make sense in the real world depending on the lighting.

  • @johnnovelravancho8944
    @johnnovelravancho8944 ปีที่แล้ว +5

    Remedy totally justified those PC specs requirement to run AW2. They really pushed the boundaries on what current hardwares are capable to do when done right. It is insanely jaw dropping how beautiful AW2 is.

  • @parttimehuman
    @parttimehuman ปีที่แล้ว +1

    I just realized that the implantation of raytracing is probably even more of a nightmare than I thought because now you can't simply cull everything outside of the frustum. Nuts.

  • @Superdazzu2
    @Superdazzu2 ปีที่แล้ว +12

    actually playing 1440p dlss performance with low indirect path tracing at around 30 fps in saga sections and 40-60 in alan ones, plays really good and is a bit blurry but still better than most dlss games, this on a rtx 2080

    • @BrecklynFast
      @BrecklynFast ปีที่แล้ว +2

      how I feel having to use DLSS performance on my 2080 super just to get 25 FPS @ 3440x1440

    • @flexplodin
      @flexplodin ปีที่แล้ว +2

      I think that it is worth it. The 30% realism gain from full RT is just too good for me to pass up.

    • @timmyp6297
      @timmyp6297 ปีที่แล้ว

      @@flexplodin DLSSp has always been the best for 1440p Ill die on that hill. If 1080p DLSSq looks acceptable, then 1440p DLSSp, which has the same base resolution, will not ever look worse than 1080p DLSSq. It is also the integer resolution (720x2=1440) when 1080p DLSSq is NOT. There are always inherent benefits to scaling from an integer resolution, and its no different here.
      *I sit 10 inches away from a 32inch monitor. It is in line with my face perfectly with an arm. You will never convince me that, in something like Witcher 3, there is a major difference between DLSS modes at 1440p and that its not worth using P just for the gains.

  • @hobmarg
    @hobmarg ปีที่แล้ว

    Awesome video, loved the detailed examples in motion compared to RT/PT off.

  • @bodasactra
    @bodasactra ปีที่แล้ว +6

    Thank you for the hard work, well done.

  • @devonmarr9872
    @devonmarr9872 ปีที่แล้ว +1

    That curtain shadow is insane

  • @APERTURE_SC
    @APERTURE_SC ปีที่แล้ว +16

    Lighting is everything

    • @mikehatten5738
      @mikehatten5738 ปีที่แล้ว +1

      Yup I remember playing days gone(which renders graphical settings in real time) and flipping between low and ultra noticing how much more realistic it was. No other setting made as big a difference. Everyone thought poly counts would make everything realistic back in the early PlayStation days more detailed models and what not but when global illumination came out we ditched that idea quickly haha. Just wish Alan wake 2 had a 100% path traced option like cyberpunk not hybird rasterization/Ray tracing 😢

  • @wimvermont
    @wimvermont ปีที่แล้ว +1

    Absolutely love your PC analysis. There's a lot more that can be said and compared on PC (due to the high configurability) than on console. Looking forward to more of this!

  • @samgao
    @samgao ปีที่แล้ว +8

    One thing they need to address is the details of collision and environmental effects. For example, when it started to rain, it was just a layer rather than the environment started to get wet. They had to make a whole new scene, apply the newly “wet puddles” and then insert you in. Also, you’d think the FBI jacket would be insanely reflective after getting hit by rain for just 5 minutes. Uncharted did this… so did MGS. Why not here?

  • @Radiofoco
    @Radiofoco ปีที่แล้ว

    Noticed a lot of these stuff... some frames with glass in front reflects the environment around...its beautiful