- Joined
- Dec 17, 2019
Yeah that's Ethan Ralph's gunt from that one sextape of his turned into the rainbow pudding blob.Wait that's a gunt? I thought it was a flattened Discord rainbow blob
View attachment 7120222View attachment 7120221
Follow along with the video below to see how to install our site as a web app on your home screen.
Note: This feature may not be available in some browsers.
Yeah that's Ethan Ralph's gunt from that one sextape of his turned into the rainbow pudding blob.Wait that's a gunt? I thought it was a flattened Discord rainbow blob
View attachment 7120222View attachment 7120221
The argument is that the ease of use for these features and the lack of those limitations will lead to better looking games.
Stalker 2 has worse lighting than the original from 2007 - lights don't cast shadows.
No you see these games look so bad because the developers don't want to use these fantastic new features properly that will be the future of gaming whether you like it or not. If they did you'd be in the gaming El Dorado right now. But who cares about such convoluted abstracts let's hyperfixate on why ray tracing is the future by looking at it in an autistic spec sheet vacuum and act like it's on topic because the currently discussed topic was already discussed 50 pages ago and you should know it all by heart by now.
No you see these games look so bad because the developers don't want to use these fantastic new features properly
i'm not even anti-raytracing i just tried out some games and it just looks bad. the entire tech is hanging on noise reduction algorithms and temporal sampling which is just a terrible approach to any sort of interactive real time graphics. if you can trace enough rays to make a frame look good in the time it takes to render a frame then fuck yeah go for it but i'm not going to pretend its ok to make all of your dynamic lights and reflections slowly fade in and out because it's taking a rolling average of past frames. light doesn't do thatThe anti ray tracers have a point. These new games do get blurry with it on., the fps does dip, and the games do not look much better with it on. Ratchet and clank for example, very good looking game. Raytracing on vs off no difference to me, but i lose half the fps. In RE4 remake with raytracing on there's no difference but i lose fps and the game has a weird blur to it. If i have to zoom in 600x to see a marginal difference in the lighting. Is that really worth the performance loss?
Currently, partial raytracing (reflections and shadows only) looks good and runs well on 20 series and above GeForces. It pretends to sort of run well on 6000 series Radeon before periodically puking everywhere, like I get a 60 fps average in Diablo IV with RT on Low or Medium with lows of 12 fps, which is stupid. Can't speak to the 7000 series, because I don't have one. Full raytracing seems to need a 40 series to really look good, and I feel like path tracing isn't really quite there yet. I only use raytracing at all when I'm on my laptop (3050 Ti Laptop). It's bad enough on my desktop (6700 XT) to never use it.i'm not even anti-raytracing i just tried out some games and it just looks bad. the entire tech is hanging on noise reduction algorithms and temporal sampling which is just a terrible approach to any sort of interactive real time graphics. if you can trace enough rays to make a frame look good in the time it takes to render a frame then fuck yeah go for it but i'm not going to pretend its ok to make all of your dynamic lights and reflections slowly fade in and out because it's taking a rolling average of past frames. light doesn't do that
Definity needs hardware ray tracing. There's a mod for Robocop rogue city that activates hardware lumen, and it looks so much better.This literally is the problem with STALKER 2. Modders have already fixed all this shit that the Ukrainian shitware developers were unable to do correctly. This should surpise nobody, since STALKER 1 was an absolute shitpile.
Modder fixes the jank-ass reflections by using NVIDIA's out-of-the-box denoising:
Flashlight fix:
The problem isn't raytracing; it's Ukrainians.
i have a 3060 ti and i'm playing at 1080p. every ray tracing game i've tried has the same problem, it's taking a rolling average of frames with a noise reduction algorithm. You cannot fix that with a more powerful gpu. The fact that we're talking about sub-60 fps is fucking ridiculous dude. It's diablo! THE GAME HAS A FIXED CAMERA ANGLE AND YOU'RE ONLY GETTING 60 FPS?Currently, partial raytracing (reflections and shadows only) looks good and runs well on 20 series and above GeForces. It pretends to sort of run well on 6000 series Radeon before periodically puking everywhere, like I get a 60 fps average in Diablo IV with RT on Low or Medium with lows of 12 fps, which is stupid. Can't speak to the 7000 series, because I don't have one. Full raytracing seems to need a 40 series to really look good, and I feel like path tracing isn't really quite there yet. I only use raytracing at all when I'm on my laptop (3050 Ti Laptop). It's bad enough on my desktop (6700 XT) to never use it.
i have a 3060 ti and i'm playing at 1080p. every ray tracing game i've tried has the same problem, it's taking a rolling average of frames with a noise reduction algorithm. You cannot fix that with a more powerful gpu.
THE GAME HAS A FIXED CAMERA ANGLE AND YOU'RE ONLY GETTING 60 FPS?
dude you're literally sitting here and telling me that the stuff i have is better than yours and easily capable of doing what you claim to be "good enough" and i'm telling you that it still sucks. Take a step back and re-consider what you're trying to do hereYou actually can, since all these methods are ways of dealing with a low sample rate. The higher the sample rate, the less you have to lean on post to fix the image.
A 3060 Ti can do, if my Google-fu is any good, about 4 billion rays per second. At 60 fps, that's 66.7 million rays per frame. At 1080p, that's 32 rays per pixel. I found this image to illustrate what raw raytraced data looks like at different sample levels prior to any postprocessing:
View attachment 7122226
At 32 samples per pixel, post has to do a lot of heavy lifting. Post tech is also very primitive right now. Cinematic raytracing didn't really need it, since each frame is computed offline. So between samples per pixel going up over the next couple years and post tech improving, expect the overall quality of raytraced games to improve.
Remember how shitty perspective-correct, bilinear-filtered, mip-mapped, z-buffered, anti-aliased rasterization looked on the N64 compared to affine-mapped, nearest-neighbored, sorted, aliased rasterization on the PS1. Lower res textures, worse frame rates, smeary graphics. Yet a few years later, that's how everything was done.
The cost of raytracing really has little to do with the camera angle. It's basically (Number of Rays per Pixel) x (Number of Bounces) x (Bounce Calculation Complexity). I like how suddenly 60 fps is intolerably shitty now that we're talking about raytracing, whereas before it showed up, 60 fps was totally fine for gaming, it was 30 fps console games that were unplayable.
whats funny is that mobile games usually run at an unlocked framerate and look super crisp so every time i see some retard playing some stupid phone game is usually looks really good but a $2000 video card using cutting edge technology demonstrators just comes off as a sloppy garrys mod tech demoMy phone has a 120hz screen, my TV is 120hz, and even my toilet has a 120hz screen. But vydea Gaymes are still stuck in the world of sub-60 fps.
I repeat myself, are you fuckers still living in 2012?
dude you're literally sitting here and telling me that the stuff i have is better than yours and easily capable of doing what you claim to be "good enough" and i'm telling you that it still sucks. Take a step back and re-consider what you're trying to do here
whats funny is that mobile games usually run at an unlocked framerate and look super crisp so every time i see some retard playing some stupid phone game is usually looks really good but a $2000 video card using cutting edge technology demonstrators just comes off as a sloppy garrys mod tech demo
This is a very good point. @The Ugly One constantly focuses on the 60fps target whenever he defends the glory of ray tracing by pointing out how the 2060 can do that at 720p, which is a target that may have been the bee's knees 10 years ago. Right now there is an overabundance of 100Hz 1080p IPS office monitors, and 75Hz has been the target budget refresh rate for longer than that.My phone has a 120hz screen, my TV is 120hz, and even my toilet has a 120hz screen. But vydea Gaymes are still stuck in the world of sub-60 fps.
I repeat myself, are you fuckers still living in 2012?
It's a pack of 128-bit cards. I assume the 9060 XT will fall short of the 7700 XT because the latter has 69% more CUs and 35% more bandwidth. But it gets 16 GB (optionally).ASUS’s Radeon RX 9060 XT Custom GPUs Surfaces Online, Featuring DUAL, PRIME & TUF Models With 8GB/16GB Configurations
Not content to buttfuck the 5070 and 5070 Ti, AMD now sets their sights on buttfucking the upcoming 5060 and 5060 Ti. The naming is a bit confusing considering that they could just call the 8 GB model '9060' without the XT but when has AMD ever been good at naming things?
games haven't had granular settings since like 2007. there was a giant controversy about crysis 2 not having any graphics options and that game came out 15 years ago. Are you trying to argue against a position in your head that you remember to be a lot closer than it actually is?IDK man, all I can tell you is Diablo IV looks good on my 3050 Ti laptop with RT shadows & reflections enabled and doesn't have any of these problems. Hold on, let me take a step back, like you suggested.
...yep, still looks good.
There's a really simple solution to this, PC games should do what phone games do and not give gamers access to any granular settings at all. What PC games should do is just detect what hardware you have and do whatever they need to in order to run at the frame rate and resolution the developer picks for you.
games haven't had granular settings since like 2007.
also... why is there raytracing in a game with a fixed camera angle?