Ray tracing is about implementing light and representing its behavior. Because reflections are, of course, a huge part of that it gets a lot of attention. Ray traced reflections allow things that aren’t otherwise on screen to be reflected without resorting to other clever tricks.
But other ray traced features implement light in (my opinion) more interesting ways. Global illumination, ambient occlusion, and shadows can all be implemented via RT and because they’re not limited by screen space information can be more accurate and, thus, impressive.
Light and objects in the world look like they belong and just look “right”. The way a sliver of sunlight can subtly light a room or the way an object appears grounded with accurate shadows can make non-RT lighting look wrong.
Can you share any examples? I have yet to see an rtx enabled game that was unusually shiny. Most non RTX game already tend to have way too much specular reflection but the few RTX games I’ve seen were way better with that.
Have you had a look at the RTX trailers of games? Most just show of how great the reflections are and barely anything else. It’s like " Look! We’ve got RTX now! See that puddle? Now you see yourself in there! That’s why we added more puddles!"
I partially disagree, GI is easy to do most of the time with baked lighting, but reflections (especially more diffuse reflections) are hard unless you have very simple environments or tons of gpu resources to spend on rendering alternate camera angles. Even the more modern rasterized reflection techniques such as parallax corrected cubemaps or screen space reflections break easily if you look at them wrong. Raytraced global illumination and soft shadows are still great though, but are more easy to get around with regular rendering in most games where the environments are very static.
This could totally get me to finally get going and build a new gaming rig.
I wish the team luck. I’m sure it’s not am easy task, looking at other, similar projects like Black Mesa, but the demo is stunning. Would love to see what Ravenholm looks like…
Don’t worry, even with a beefy config it doesn’t run very well (talking i9 10th gen, 32gb ddr4 and 3080RTX) so I doubt even half life 2 will run decently.
Ok? It doesn’t have RTX though, so of course it’s gonna run fine. It’s source engine after all.
They were saying it would run badly if BM had RTX like Portal RTX, because Portal RTX is already very demanding.
The cool thing about pathtracing is it doesn’t really matter how complex a scene is. The bad thing about pathtracing is it doesn’t really matter how complex a scene is.
If your card can’t run remixed HL2, it also won’t be able to do HL1
I posted this last time the trailer was posted. I am in the UK indie dev scene, and heard about this stuff before it went public ( at least some of it.)
Essentially an employee of Failbetter Olivia Wood, came out and admitted they’d been in a relationship with Kennedy that had been kept secret when hired. You can argue that this was a bad arrangement, but the trouble here is Kennedy held all the power and used this to his advantage. Kennedy then dumped Wood for another employee Lottie Bevan and lied about it to Failbetter; he was Lottie’s Manager. He started becoming increasingly abusive to Wood. Threatening people in the studio who picked up on it while keeping others ( some people are fully remote) in the dark.
Other women in the industry spoke out about it including Emily Short, who at the time was a freelancer for Failbetter. Stopped working with them for a long while ( you can see why in her tweets) and then joined them more recently. twitter.com/emshort/status/1166807338336051208?la…
There’s also the weirdass PC GamesN article Kennedy and Lottie Bevan the other FB employee ( and other Weather Factory employee) did about their relationship before this stuff came out. Even if you don’t want to look through various rebuttals, I think it’s really odd. pcgamesn.com/…/sunless-sea-lottie-bevan-alexis-ke…
As has been said none of AK’s legal threats went anywhere, and with current social media disintegrating it’s a hard thing to follow. Obviously, make up your own mind with this. But it’s more than a he/she said situation.
I like GZDoom and all but it has to be one of the most unoptimized engines I’ve ever played on. It’s great for modding but for larger maps it chugs like hell and murders my CPU, I’m not sure why people would make games on it compared to a real engine.
Honestly it’s probably more for bragging rights than anything else. Selaco looks insanely friggen good and all that effort both is in service of a fantastic game as well as to be able to brag and say “I made F.E.A.R. in Doom!”
“This is a third person, roguelike shooter. Every time you start a new single player campaign, everything changes. The locations change, the missions change, the characters change, the bosses change, and most of all, the story changes. Characters who you trusted before, may turn against you. Enemies who tried to kill you, may end up helping you. Simple missions can turn into deadly traps. No two campaigns are the same.”
If they pull that off cleanly this game will actually be so amazing
Looks amazing and I don’t know it for a fact but it feels like the devs takes the time to perfect the game and it will come out polished… Of course this just my feeling
youtube.com
Najnowsze