Oh yeah. For example the game “Teardown” uses a software ray tracing for lighting. Most Minecraft shaders also do ray tracing I think…
Of course these are voxel based examples which are a lot easier on the processor. You need hardware ray tracing for high poly destructible structures and I have absolutely nothing against the technology.
I just don’t like how the technology is abused by studios to push out unoptimized games running at ~50 fps on 3090s
It is. Instead of hardware rt, it just uses a software implementation of ray tracing to run on all GPUs, as it does not need to do that much ray tracing. As a side note: Teardown has its own engine.
It also boils down the fact RTX GPUs were not that popular when the game was released
Oh, does it? I was literally thinking to myself that Teardown was an interesting example of destruction, and wondering how they did their lighting. RT makes perfect sense, that must be one of the earliest examples of actually doing something you really couldn’t without RT (at least not while lighting it well).
But yes, agreed that recent performance trends are frustrating, smearing DLSS and frame gen to cover for terrible performance. Feels like we’re in a painful tween period with a lot of awkward stuff going on, and also deadlines/crunch/corporate meddling etc causing games to come out half-baked. Hopefully this stuff does reach maturity soon and we can have some of this cool new stuff without so many other compromises.
Oh yeah. For example the game “Teardown” uses a software ray tracing for lighting. Most Minecraft shaders also do ray tracing I think…
Of course these are voxel based examples which are a lot easier on the processor. You need hardware ray tracing for high poly destructible structures and I have absolutely nothing against the technology.
I just don’t like how the technology is abused by studios to push out unoptimized games running at ~50 fps on 3090s
Isn’t Teardown fully raytraced? As in, all rendering being raytracing? I don’t have a source, but remember it being talked about.
It is. Instead of hardware rt, it just uses a software implementation of ray tracing to run on all GPUs, as it does not need to do that much ray tracing. As a side note: Teardown has its own engine.
It also boils down the fact RTX GPUs were not that popular when the game was released
Oh, does it? I was literally thinking to myself that Teardown was an interesting example of destruction, and wondering how they did their lighting. RT makes perfect sense, that must be one of the earliest examples of actually doing something you really couldn’t without RT (at least not while lighting it well).
But yes, agreed that recent performance trends are frustrating, smearing DLSS and frame gen to cover for terrible performance. Feels like we’re in a painful tween period with a lot of awkward stuff going on, and also deadlines/crunch/corporate meddling etc causing games to come out half-baked. Hopefully this stuff does reach maturity soon and we can have some of this cool new stuff without so many other compromises.