Path Tracing: Full RT Gets Better And Faster!
59,941
Published 2024-05-04
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All Comments (21)
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All this impressive technological progress, and we still struggle to get AAA games ported to PC without traversal stutter.
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It wasn't too long ago that the prospect of doing ANY raytracing seemed like it was 20 years away, then the RTX 20 series dropped in 2018, and six short years later we have a handful of titles that are doing almost completely path traced graphics.
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we're slowly moving in the direction where tracing rays from light-sources instead of from the camera becomes more viable, because rays traced from the direction of a static light source can be cached much more effectively than rays coming from a moving camera, if only because it saves a lot of linear algebra, lol.
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Alex really kept me listening and I didn't want it to stop
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I'm sure they're tired of it, but I would love to see a Cyberpunk video covering the current and "final" state of the game and what optimised settings look like today versus years ago.
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Technical term for 3 bounce lighting: “Boo boo boooop” 😅👍
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I love how Alex tells in detail how much needs to be faked in order to run a game at real-time when people lose their heads about fake this and fake that nowadays when they're unaware of how the sausage is made.
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My head feels like it bounced 4 times after this lesson...
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There is a command line parameter in higher UE5 versions that enables tracing against full nanite meshes: "r.RayTracing.Nanite.Mode 1". Works for ray tracing and path tracing.
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I'll be excited for new technology when companies actually start to use their massive budgets to produce decent games instead of aiming for unplayable eye candy.
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I am fed up with graphics of the modern games, it's already at decent level, and anyway it looks like a game, not like a real world. I prefer some progress in gameplay, like AI NPCs/companions, advanced physics, deeper mechanics etc.
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Northlite was one of the engines prepared for future.. thats remedy, that's their legacy being demoscene group.
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The temporal lag is still spoiling my opinion of realtime Raytracing. Saw it in Cyberpunk how the shadows of footsteps slowly fading in and out of existence. Hogwarts Legacy had indoor rooms completely dark the first frame and took some time to fully saturate the scene with light. This feels way worse than traditional hacky approaches.
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I'm gonna pretend I understood everything this man has said
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I can listen to Alex talk about PC stuff all day, its so interesting!
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all that GFX but ingame AI is still in the pre 2k era. Gameplay for braindead zombies as well. But its RTX!'!!!!
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This is so cool. Path tracing for me is the biggest uplift in games now, it makes the image so much more believable. Cyberpunk for example really comes to life with PT even if the environment and characters feels like in a comic book it fools me to believe it's more realistic.
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Fascinating! pretty excited for Alex's UE5 video!
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Loving these videos. Keep 'em coming! <3
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To be able to condense all that info into a 20 min clip is extraordinary, well done Alex