When developers are given enough time and resources, they can make a video game look incredible using rasterization. Even lighting, shadows, reflections, and refractions can be done really well with rasterization when developers put the time in. Games like Horizon Forbidden West, RDR2, and God of War Ragnarök prove that you don't need RT for phenomenal graphics. I also feel like rasterization gives game designers/game artists more control than RT does when it comes to aesthetics and art style, as they get manual control over things such as lighting, reflections, shadows, and refractions to tailor to a specific art style. This seems especially useful for horror video games. Aesthetics and art styles are key to video games. More important than graphics, I would say. While RT and PT can look incredible, the biggest problems with them are noise and artifacts. Also, I can't stand that upscaling and frame generation are sometimes used as a substitute for raw performance and native resolution. Sometimes, game developers use them as a crutch to not optimise some of their games properly.
path tracing still allows developers to do things they cant to without pt, like putting 1000 lights in a scene. and finetuning every scene in night city to be top notch hand crafted rasterized lighting was seemingly not doable for the cyberpunk developers. theres a limit to how much time and resources devs can put into a game. i dont think ive ever seen a game with proper reflections on curved surfaces like car bodies without raytracing? only problem is that u need a 4090 for path tracing or preferably a 6090 so that u can play at native 4k, thus shooting more rays, significantly reducing the noise. we're just a bit early. once we have path traced only games, devs will spend way more time finetuning the path traced easthetics, achieving new heights.
@@slopedarmor Portal RTX uses 4 rays per pixel, and there is still quite a bit of noise in the reflections, shadows, etc. Because 4 rays per pixel is nowhere near enough for photorealistic, noise-free path tracing. There is still a lot of graphics enhancement potential for rasterization as well. Don't rule it out so soon. You will need to trace an insane amount of rays per pixel to get no noise and artifacts. Cyberpunk Overdrive Mode uses 2 rays per pixel, and that annihilates the 4090. Brings it down to its knees. Rasterized lighting can still look incredible, and while it may not be quite as accurate as path tracing with tracing lots of rays per pixel, it can still look very high quality at a fraction of the computational cost. I think all gamers would rather have high-quality, accurate lighting with high FPS rather than photorealistic lighting that brings your GPU down to less than 15 FPS.
@@Gamer-q7v is there really noise in portal rtx if you run it at native 4k? not really. ofcourse the only problem is a 4090 gets subs 30 fps without framegen. gamers would rather have photorealistic lighting at 100 fps. as i said its just a bit early. as far as ive seen, if you have a 4090 and play cyberpunk, activating path tracing is the only way to go. tho there is a good argument to turn ray tracing off in cyberpunk if you only have a 4070, cuz if you reduce the internal render resolution too much theres not enough rays and it starts to look a little bit like a painting with too much upscaling.
@@Gamer-q7v i dont think its really possible to have these subtle gredations in shading without rt, like the leaves closer to the rear of a bush or forest subtly getting more and more shadowed and darker. raytracing makes a big difference in the crysis 1 forest and the bushes in some vegetationy sections in cyberpunk are like a night and day difference compared to turning raytracing off. raytracing still has a long way to go, glass object in cyberpunk are not lit thru pathtracing and we're still not simulating atmospheric scattering.
@@slopedarmor There is quite a bit of noise in Portal RTX. Even at native 4K max settings, it's noticeable. Especially in the reflections against shiny objects. Like I said, 4 rays per pixel isn't enough for noise-free path tracing.
Update 2.2 release notes www.cyberpunk.net/en/news/51028/update-2-2-is-live
When developers are given enough time and resources, they can make a video game look incredible using rasterization. Even lighting, shadows, reflections, and refractions can be done really well with rasterization when developers put the time in. Games like Horizon Forbidden West, RDR2, and God of War Ragnarök prove that you don't need RT for phenomenal graphics. I also feel like rasterization gives game designers/game artists more control than RT does when it comes to aesthetics and art style, as they get manual control over things such as lighting, reflections, shadows, and refractions to tailor to a specific art style. This seems especially useful for horror video games. Aesthetics and art styles are key to video games. More important than graphics, I would say. While RT and PT can look incredible, the biggest problems with them are noise and artifacts. Also, I can't stand that upscaling and frame generation are sometimes used as a substitute for raw performance and native resolution. Sometimes, game developers use them as a crutch to not optimise some of their games properly.
path tracing still allows developers to do things they cant to without pt, like putting 1000 lights in a scene.
and finetuning every scene in night city to be top notch hand crafted rasterized lighting was seemingly not doable for the cyberpunk developers.
theres a limit to how much time and resources devs can put into a game.
i dont think ive ever seen a game with proper reflections on curved surfaces like car bodies without raytracing?
only problem is that u need a 4090 for path tracing
or preferably a 6090 so that u can play at native 4k, thus shooting more rays, significantly reducing the noise.
we're just a bit early.
once we have path traced only games, devs will spend way more time finetuning the path traced easthetics, achieving new heights.
@@slopedarmor Portal RTX uses 4 rays per pixel, and there is still quite a bit of noise in the reflections, shadows, etc. Because 4 rays per pixel is nowhere near enough for photorealistic, noise-free path tracing. There is still a lot of graphics enhancement potential for rasterization as well. Don't rule it out so soon. You will need to trace an insane amount of rays per pixel to get no noise and artifacts. Cyberpunk Overdrive Mode uses 2 rays per pixel, and that annihilates the 4090. Brings it down to its knees. Rasterized lighting can still look incredible, and while it may not be quite as accurate as path tracing with tracing lots of rays per pixel, it can still look very high quality at a fraction of the computational cost. I think all gamers would rather have high-quality, accurate lighting with high FPS rather than photorealistic lighting that brings your GPU down to less than 15 FPS.
@@Gamer-q7v is there really noise in portal rtx if you run it at native 4k? not really. ofcourse the only problem is a 4090 gets subs 30 fps without framegen. gamers would rather have photorealistic lighting at 100 fps. as i said its just a bit early.
as far as ive seen, if you have a 4090 and play cyberpunk, activating path tracing is the only way to go.
tho there is a good argument to turn ray tracing off in cyberpunk if you only have a 4070, cuz if you reduce the internal render resolution too much theres not enough rays and it starts to look a little bit like a painting with too much upscaling.
@@Gamer-q7v i dont think its really possible to have these subtle gredations in shading without rt, like the leaves closer to the rear of a bush or forest subtly getting more and more shadowed and darker. raytracing makes a big difference in the crysis 1 forest and the bushes in some vegetationy sections in cyberpunk are like a night and day difference compared to turning raytracing off.
raytracing still has a long way to go, glass object in cyberpunk are not lit thru pathtracing and we're still not simulating atmospheric scattering.
@@slopedarmor There is quite a bit of noise in Portal RTX. Even at native 4K max settings, it's noticeable. Especially in the reflections against shiny objects. Like I said, 4 rays per pixel isn't enough for noise-free path tracing.
They should put in as much effort into NPC AI, this game would be perfect.
Is that rivatuner for the stats, could you do a video on how you’ve set it up?
Nice gpu but almost 400w power draw, but 24gb vram is the champion off second hand if the price is cheaper.
TBH, regular RT is not worth it in this game unless you only use reflections.
Wow that looks like a Pixar cgi movie
Add dlss frame gen mod and activate rt overdrive
Thanks for vid like always ... i just be suprise too see 90 Fps on 2k and not 4k and realised it is 3090 ...
new update for Indiana Jones just came out, might be worth checking out and uploading a vid about it mate
Yes please try that one