Black Myth: Wukong-Optimal Ray Tracing with Minimal Rasterization Interference 1

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  • Опубликовано: 3 окт 2024

Комментарии • 3

  • @Rafael-dm9mm
    @Rafael-dm9mm  10 дней назад

    I dug up some additional information: those treetop shadows? Not actually ray-traced! NVIDIA uses those images to say, ‘Look, see how great ray tracing is! Check out these shadows.’ But guess what? Those treetop shadows are actually cascade shadows relying on good ol’ rasterization. Oh my!

  • @Rafael-dm9mm
    @Rafael-dm9mm  16 дней назад

    Ambient Oclusion is not ray traced either, should be put at low IMO.

  • @Rafael-dm9mm
    @Rafael-dm9mm  16 дней назад

    ruclips.net/video/XVYS1O-G1TE/видео.htmlsi=FXXzxgiJPFizd312 here ray traced ambient oclusion