@noiob it often ends up simply looking worse than PBR rasterization due to the nondeterminism and the fact "RTX" demo shit tends to be phoned-in

@unascribed I mean it's subjective but I think the lighting it generates is rather nice

@unascribed though I gotta give you that most of those RTX "remasters" mess up the original art direction real bad

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@unascribed but there's games like Shadow of the Tomb Raider that just use RTX to have ambient lights and shadows look nicer

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@unascribed it's not very obvious in that game. this is a pretty nice comparison of very nice "traditional" shadows versus raytracing youtu.be/6RwQ7H_EBoM

@noiob @unascribed But that kind of puts the lie to realtime raytracing, doesn't it? Current hardware can't really raytrace in realtime. You can just kind of semi-raytrace 10% of the scene (shadows and smooth specular reflections), and then use traditional PBR for about 90%, and woe to you if you're anywhere in between specular and rough, because that's the most work of all.

@falkreon @unascribed don't they like, trace with relatively few rays and then do some AI stuff to denoise it?

@noiob You can kind of get away with that for simple scenes IF you also TAA the hell out of it, which introduces some pretty bad ghosting artifacts. There's current research into spatial hashing or surfels to preserve that information from frame to frame and denoise it over time, but I think the end to get really acceptable results in realtime it's going to take some nV AI denoising on top of the spatial hashing strategy.

@noiob take Tiny Tina's Wonderlands for example, which *does* a lot of that, looks absolutely beautiful, and requires heavy TAA and AI super-resolution to run at anything resembling a decent frame rate.

@falkreon 🤷 I don't really care that much, I'm still running my trusty R9 390

@noiob I quite like Tiny Tina's, and worked hard to get it running decently on my RX 5500 XT
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