It does have lighting the old fashioned way. The probe lighting is why it sucks and there's only so much you can do with SSAO to add shadow details back in.
uh OP, why is there no lighting or shadows in the top images?
That's the whole problem, the entire scene is in shadow.
manually placing unshadowed point lights fricking sucks
devs just need to accept that day night cycles are a meme and should be done away with unless it actually affects gameplay, that way we can have both bounce lighting and good fps
Notice how the feet of the chair are not properly shadow cast, instead it's just a rectangular shadow black.
I've seen better shit in a Souls game unironically. Here is DS3 with dynamic lighting overhaul mod by comparison.
>character is holding the torch in front of himself >light is coming from behind him
lol
Metro Exodus' Enhanced has some cool RTX shit that converted me.
Exodus doesn't run as nice as DE but it has some RTX experimentation that really does have me take pause every once in a while to appreciate how good it looks.
It's not that bad of a drain, but indies do NOT know how to use it. Amid Evil still runs like (comparative) garbage using it.
I'm glad the fbi bought me a 3070, it's not great, but it ultras most stuff.
Metro Exodus EE has no baked lighting, all light is raytraced, that's why it looks that good, it's also why it runs worse than standard.
I really like it, but I've played the entire series twice (og and remaster).
Metro is my jam, I like the gunplay even more than last light (which was near perfect) heavy messy ugly, loud, brutal and fast
the levels were always somewhat to really open, and exploring within the bounds of your supplies was always encouraged, they just doubled down on it here
metro probably puts more effort into vibe than any other genre-work and the EE again, doubles down on that
only real complaint is that the story isnt as self contained as the other 2 games, but it can't be at the climax of a trilogy
Are you sure this image isn't manipulated? The non raytracing one literally looks like it just doesnt have any lighting
cyberpunk uses ssao in non rt mode, they did that shit in witcher 3 rt update and people revolted because it looked worse than base game
cdpr are fricking Black folk
Baked cascade shadow maps, not realtime dynamic shadows
Funny to see that RT Overdrive mode still cuts so many corners and resorts to so much fakery.
Already seeing some major cope ITT.
lighting like this is easily achieveble through classic rendering tricks games used for years but it takes effort to pull it off which only shows how incompetent the studio behind cybershit is
Yeah I'm really sad they don't spend more time on a worse implementation of something that can get close to the same results if they're talented enough.
There's a fricking shadow being cast in front of him when that's where the light source is. Explain to me how that's possible?
That being said, every Cyberpunk screenshot in this unironically looks better with RT off, and it has almost double the FPS to boot. That's not even poorgay cope either.
The way the torch emits shadows is not technically accurate and kind of a hack. As long as it looks good it doesn't really matter, and DS3 unmodded didn't even have torch shadowcasting. It's something from DS2 that they still put in the DS3 engine but never enabled, modders had to put it back in. So it's naturally not going to be perfect since it's a feature they never enabled in production.
>The way the torch emits shadows is not technically accurate and kind of a hack.
I agree with you, your other screenshots look beautiful. But whenever you're actively in the thread talking about what you believe in be incorrect shadows, you look pretty fricking dumb when a torch doesn't work properly.
9 months ago
Anonymous
It doesnt have to look physically accurate but at the very least I expect a game as GPU bound as CP2077 RT overdrive to be casting shadows of a chair at least somewhat properly. If it looks like a low res shadowmap blob then why am I maxing out my energy bills to render this scene? You could come up with the same thing in a rasterized engine, come close to 99% of the quality and be 300% faster
Yes some areas would have lighting bleed but honestly only a few autists are going to notice it, no norman would care or even notice there is an issue
9 months ago
Anonymous
>You could come up with the same thing in a rasterized engine, come close to 99% of the quality and be 300% faster
You can't otherwise everyone would be doing that instead. The approximation for indirect lighting is probe-based GI which both looks like ass and doesn't solve the indirect shadowing problem.
> Full pathtracing is only really useful in fully dynamic scenes.
I have no idea why they post cringy shit that provoke the easy argument of baked shadows.
Post videos of a character with a flaming sword running and fighting. Or a police car with spinning lights driving at night in busy traffic.
Or a strip club with a ton of dynamic lights and volumetric fog and reflective dancing poles and stripper heels. Something like that, I dare you. And show them fps.
The entire selling point of this mode was supposed to be 'PATH TRACED RAYTRACING'.
Except it's still using baked shadow maps.
By comparison, there are mods for Dark Souls games right now with realtime dynamic shadows replacing baked shadows.
If you're going to half ass it and resort to all this fakery, it does not justify the framerate and performance being as trash as it is. Either all the shadows, reflections and lighting is path traced or it is not allowed to call itself completely path traced.
You actually have no idea what you're talking about.
9 months ago
Anonymous
Cope seethe and dial 8 CD Projekt homosexual troony.
Pls show me in those screenshots how the feet of the chair are properly shadowcast. They are not. It's a rectangular block shadow.
9 months ago
Anonymous
That has nothing to do with baked lighting.
If it was baked, it would be applied to the top scene as well to add some extra shadowing where there is only AO right now.
Not to mention you're not going to have proper shadows in that lighting scenario to begin with.
It's lit indirectly from the skylight above. There is no direct shadowing. You'd expect shadows that are not well defined.
Pic related. It's "low res" blobby shadows because there is no direct lighting. They get crisper closer to the object. That's how lighting works IRL.
9 months ago
Anonymous
If the shit looks as bad as cascaded shadow maps and requires 300% more GPU power then it's objectively a flop and not worth bothering with.
Dev trannies need to stop forcing their tech autism down customers' throats esp when the shit doesn't even look better.
The fact ppl can show you rasterized graphics and you can't even come up with a screenshot of a path traced game that looks x 30 better goes to show you this thing is as much of a flop as VR and 3D glasses. The quantum leap simply isn't there, and rasterized lighting became 'good enough' a long time ago to the point there is diminishing returns with your raytracing.
9 months ago
Anonymous
I don't disagree with anything you're saying.
I'm just saying stop saying random, factually untrue shit like >it's baked lighting
When it clearly isn't
Throwing out random technical terms just makes you look sound like a moron when you could just be arguing the advantages/disadvantages instead
9 months ago
Anonymous
cs2 doesn't have rtx and it's gorgeous, frick you and rtx shit.
gameplay > graphics > rtx
The only thing dynamic in Fromshit's games are how they dynamically adapt to look worse.
9 months ago
Anonymous
That's unmodded.
The engine is fully capable of shadowcasting everything since DeS. They just turn it off for most objects manually to save on performance since the shit has to run on a base PS4.
Here is that same scene redone with the baked point lights removed and dynamic shadows added back in (and better planar reflections)
When rasterized graphics can look as good as this and still run 4K 60fps on a 2060, you don't need raytracing.
9 months ago
Anonymous
>The engine CAN look good, it just DOESN'T because it RUNS LIKE ASS. if you, the customer does their work FOR THEM it still looks like a PS3 game!
What an argument.
9 months ago
Anonymous
Ppl have to do the same thing with Bethesda games. Souls games at least can make ladders work, Skyrim still can't and it has to literally LOAD IN A NEW MAP when you enter any building or area. Even Elden Ring's engine is better than that outdated GameBryo trash.
9 months ago
Anonymous
>B-but other game >Ladders! >But Elden Ring!
9 months ago
Anonymous
My moron wife.
9 months ago
Anonymous
>The engine CAN look good, it just DOESN'T because it RUNS LIKE ASS
It would still run 400% faster than 2077 RT Overdrive, don't kid yourself
Anything below a 4090 is not worth bothering with for RT Overdrive, and even a 4090 is not enough.
9 months ago
Anonymous
>It would
I don't care. DS3 looked shit when it dropped, doesn't matter if Cyberpunk runs and looks like shit. You Fromdrones are pathetic and moronic.
9 months ago
Anonymous
That still looks like jagged bloomed out shit, and it's not in motion on top of that so we'll never know if its awful screen-space culling issues are fixed because you're too moronic to post a proper counterpoint.
9 months ago
Anonymous
> that ps1 environment
Nice graphics, soulstrannies.
>hmmm, today I will cut my fps in half for marginally better lighting
sorry green boy but ray tracing still is a meme
maybe in 5 years when it can be implemented better without tanking framers it will be worth it
>pop screen with lightning on low >bottom screen with RT
Lmao, what kind of bullshit gaslighting is this? The game looks fricking the same with just regular dynamic light instead of ray tracing. And it also has double the FPS LMAO.
Picrel is with RT off and has over 100 FPS, hahahaha, frick you Black person!
Raytracing mainly benefits in scenes where there is no direct light.
Posting a screenshot of a character in sunlight and pretending its an equivalent scenario is delusional.
A ton of those shadows look like shit there BTW. If the shit don't even look better than baked shadow maps in most cases then why bother. It's not like there is a lot of interactivity with the environment in CP2077 to begin with, shit might as well be completely baked
me, we used to have shadows in the PS1 gen without fps drops, what we have now its a bunch of lazy untalented morons that want the engine to do the entire job for them from assets to lightning and of course its either MP or the npcs don't have any AI at all
Its just more nvidia memery, like buying physx just to cripple the much better performing and cards or pressuring hardware reviewers to use factory overclockers cards in benchmarks
People talk a lot about fear's lighting but the sharp-edged dynamic shadows put me off even in 2005. Also, blocky indoor spaces at night isn't exactly technically challenging to light.
Modded ray tracing might as well be what Cyberpunk is doing. Taking a finished product, bolting it on and then complaining when every scene looks like shit because the artists didn't place light sources and set material properties with a fine tooth comb.
Raytracing is the future of rendering whether you like it or not.
The only thing the future has that we don't have now is more powerful hardware that allows for rendering it at native resolution.
Tbh I'd prefer it this way.
Games from 2007 look much cleaner than the blurry mess of games in 2023.
All these post effects and upscaling to try to save performance is terrible.
It makes truly nice looking scenes and its going to be the default way games are made in the future. Like you'll have ray traced shadows as the baseline you'll make trad lighting system off from.
Metro Exodus' Enhanced has some cool RTX shit that converted me.
Exodus doesn't run as nice as DE but it has some RTX experimentation that really does have me take pause every once in a while to appreciate how good it looks.
It's not that bad of a drain, but indies do NOT know how to use it. Amid Evil still runs like (comparative) garbage using it.
I'm glad the fbi bought me a 3070, it's not great, but it ultras most stuff.
Exodus seems really well optimized. I get ~100 fps on a 6800XT with ultra graphics / high rt / all rt reflections at 3440x1440. Was really surprised that it didnt chug on an and card
When rasterized lighting can look a lot better with 200/300% more performance what's the fricking point? Get a better art department and stop using overpowered expensive hardware as a clutch.
How many ACTUALLY WORTHWHILE games have ray tracing? yeah the screenshot looks nice but cyberpunk is still a broken mess
fortnite? Come on.
Does elden ring still crash when you turn ray tracing on?
I don't know what you're talking about because I don't play Minecraft, but I'd hazard a guess that Minecraft of all things isn't the game to show off graphical technologies. Raytraced sun and sky lighting works great in Cyberpunk.
The thing I hate about baked lighting is it's a stopgap measure until the hardware plays catchup. It also leads to more static environments as well which I also hate.
>NVidia murdered Cyberpunk for the sake of selling unnecessarily powerful GPUs
They thought it was gonna be the next GTA and that gaymers would flock for new cards.
If they added shitty lightmaps and pre-calculated GI passes(the cause for 80% of game size in modern games) to the game the install size would balloon to a terrabyte.
There is no way they would make pre-baked lighting with dynamic time of the day.
But all they have to do is you know skip having dynamic time of day system. Night in night city should be default. Game lacks any atmosphere, I just wanted blade runner.
I'd rather we solve the anti-aliasing problem because RTX meme shit. Sure love every modern game either being a fricking shimmering mess when it comes to foliage, or the whole screen looking slathered in vasline since its running at 1/4 rez internally to 'temporally sample' from to reconstruct the full image.
That's a YouTube thumbnail. Go watch the video.
DLAA is the solution you're looking for, but you won't accept it because your poorgay card doesn't have access to it.
>here's a solution, but unfortunately for you most games won't offer beyond TAA because it's the UE4/5 default and frick you, consoles can't handle the better solution anyways
Doesn't matter when the consoles set the baseline and that's what the PC users are generally stuck with. It's either FXAA or TAA for most games. Even the DLSS meme is barely supported.
>fake pixels is what you're looking for
Yes, that's the point of anti-aliasing, getting the visual benefits of a higher resolution but with a lower performance cost.
Reconstruction is the inverse, as the goal is to get the performance benefits of a lower resolution but with a lower cost to visual quality.
>Waclaw! We've ran out of money! >Oh kurwa, Gregorzh! How? >We spent it all on bonuses for higher-ups and big chungus! >Well, we can save what's left by doing frick all with lighting and just slapping on whatever shitware nVidia has in store >Brilliant!
They do it poorly, but I prefer AMD's approach to use of board silicon vs. nVidia wasting real estate on a card for dedicated RT & Tensor cores you won't be using in 80% of your loads.
Poorgays will never understand how absurdly superior ray tracing is when actually playing the game in real time. All the limits of screen space effects which have plagued games for 20 years are completely eliminated and it’s pretty cool to witness even if it’s a more incremental visual improvement than what the industry is used to over the decades
I bought rtx4090 just to try out rtx and it was shit, the whole image looked like a vaseline smear whenever I moved the camera. The game also run at 40fps while looking marginally better, frick that.
Oh so you clicked the RTX button when you turned the PC on and then it was just vaseline smear all over the place huh? I see. You definitely own a 4090 my ESL friend.
I don't own it anymore though, I have generated some AI shit on it and returned withing the 14 day window. >and then it was just vaseline smear all over the place
exactly, tried out 3 games and it looked like shit in all of them. I rather play them on low settings than to look all that postprocessing shit
Ray Tracing is great but we are still at least a few generations away from it becoming the standard, right now we are in tech demo territory. Even if games come with RT support the difference in visuals is not worth it. Once we will get fully Ray Traced real time rendering running on mainstream hardware then it will be good enough.
>Once we will get fully Ray Traced real time rendering running on mainstream hardware then it will be good enough.
The 4090 can already handle native 4k60 pathtracing. In two years the 5080 will be able to, and in four the 6070.
You'll still say it's a meme because your console can't.
>The 4090 can already handle native 4k60 pathtracing
It can't in anything demanding and there aren't many path traced games to begin with.
Only Q2 RTX runs at those settings.
kinda unfair when the original picture doesn't even have dynamic shadow casting lights, just baked in lighting, given away by the shadows directly below everything.
RT does still look better than that, but not as massively, the real difference is the time in programming the light sources for RT in this image.
That is bad example, that game ran like shit when it came out on PC. Cybertroony was the paragon of good PC ports in comparison.
But the simulation aspects in GTA4 were great, so many years passed and we went backward.
>that game ran like shit when it came out on PC
the game ran like shit only because wienerstar tasked some illiterate third world monkeys to work on the PC port
I don't know what happened there but it was a massacre.
I remember going to a friend who got his new PC and watching slide show.
If I remember correctly he had e8400 and 4870 512MB.
The port was so bad that there was a disclaimer in the game itself saying that the highest settings were aimed at future computers.
Imagine being so bad at doing your job that your game doesn't run on any PC, even if it's something originally made for a PS3 that's already been released a bit obsolete.
The main thing I remember being fricked about the GTA4 port is that all of the options scaled off of the current resolution, so if you were aiming for higher-than-720p, everything else got exponentially more expensive along with it.
Cyberpunk is one of the best examples of why RTX" is a useless gimmick.
The game has two "RTX" implementations, and the first one, which was considered "state of the art" before, was exposed as a piece of shit when the second mode was released. That's the first detail: if something looks like shit after something "improves" it, it's because it was shit to begin with.
Second, even though RTX Overdrive is objectively much better than "normal" RTX, it's still riddled with the same problems. Leaking lights, reflections that take time to form, denoisers working on the image in real time, people leaving trails in the "ether" when they move, all this shit happens all the time and will be examples in the future of how RTX Overdrive was a piece of shit too.
And both modes ruin your frame rate unless you start generating fake frames to give a better idea of movement (just the idea, since the feel and feedback in the controls won't be any better).
That shit is cancer. And yes, ray tracing can be fantastic for creating dense and beautiful atmospheric effects, for example, but if the game wasn't made with that in mind, it's just a gimmick to fool suckers.
I have used path tracing on cyberpunk for the last month or so and other than it looking slightly better when wondering around it really is not worth the performance hit at all.
>turn on gay tracing >adds nothing to shitty gameplay >adds temperature to CPU
What's the point of gay tracing when you spend 80% of your free time on Ganker instead of playing games that don't need gay tracing like VNs
You also forgot the part where the computer starts making so much noise it sounds like it's about to take off. Sometimes I reduce the frame rate of games from 144hz to 120hz or 90hz just to make my shitty RTX3070's noise tolerable, especially when I'm playing at night.
>creating good lightning is above the skill of the average developer in 2023
you could easily create good looking lightning even in old ue2.0, raytracing is just a shitty crutch just like all the shitty web frameworks.
oh my lord how the frick do you put up with 548w just sitting next to you. dont say ac because thats moron logic to run ac for hours at a time just to game.
>raytracing simply isn't worth the performance h-
Top is what it looks like when you don't even fricking try to do lighting the old fashioned way
It does have lighting the old fashioned way. The probe lighting is why it sucks and there's only so much you can do with SSAO to add shadow details back in.
That's the whole problem, the entire scene is in shadow.
I dont remember the non raytraced game looking so flat
The roofs, stairs and clothing looked better in the top images. The RTOD looks cartoonish in some aspects.
You can achieve all of this with rasterized lighting and come close to 99% of the output image seen here with supposed 'pathtracing'.
No you can't. There are limits to traditional rendering techniques.
Technically you can achieve it, but time is always going to be the limiting factor
manually placing unshadowed point lights fricking sucks
devs just need to accept that day night cycles are a meme and should be done away with unless it actually affects gameplay, that way we can have both bounce lighting and good fps
>character is holding the torch in front of himself
>light is coming from behind him
lol
Yeah all you need is a $2000 gpu upscaled from 480p with fake frames to get a whopping 70fps average
Neither of these you'd actually need raytracing for. This is the most basic shit that we already had 10 years go.
It doesn't really pop here, agreed.
Metro Exodus EE has no baked lighting, all light is raytraced, that's why it looks that good, it's also why it runs worse than standard.
>Metro Exodus EE
Is this any good? It's on sale for $8 right now.
Seems a bit soulless compared to previous games
I really like it, but I've played the entire series twice (og and remaster).
Metro is my jam, I like the gunplay even more than last light (which was near perfect) heavy messy ugly, loud, brutal and fast
the levels were always somewhat to really open, and exploring within the bounds of your supplies was always encouraged, they just doubled down on it here
metro probably puts more effort into vibe than any other genre-work and the EE again, doubles down on that
only real complaint is that the story isnt as self contained as the other 2 games, but it can't be at the climax of a trilogy
8.5/10
its good don't listen to morons saying its worst or soulless it simply took different approach from the series but still remains top game.
-ss
-entai
>mfw Half-life 2 has better lighting than a triple A game from 2022
Are you sure this image isn't manipulated? The non raytracing one literally looks like it just doesnt have any lighting
nah the game is kinda ugly like that. but cdpr removed lights in the base game to make rtx in the witcher 3 look better, maybe they did the same here
cyberpunk uses ssao in non rt mode, they did that shit in witcher 3 rt update and people revolted because it looked worse than base game
cdpr are fricking Black folk
>70fps standing still with absolutely nothing going on in the scene with an i9 13900ks and 4090
these shrimp fresh?
uh OP, why is there no lighting or shadows in the top images?
What's wrong with modern "gamers"? and why are so many posting on Ganker thinking they are in good company
Lol the reflection. So true.
Shitty modern AAA devs can't make what Unreal did in 2000.
Except raytracing now has reflections on everything including rough materials and non-planar geometries.
> you need to turn on gaytracing to see reflections
>planar
>reflections are somehow brighter than what's being reflected
3/10
Soul
Soulless
-me
-it
>neon reflection in glass completely removed with ray tracing
lighting like this is easily achieveble through classic rendering tricks games used for years but it takes effort to pull it off which only shows how incompetent the studio behind cybershit is
It's only achievable if your investors allow you to make anything other than openworld slop.
Yeah I'm really sad they don't spend more time on a worse implementation of something that can get close to the same results if they're talented enough.
You can pretty much dp the same thing without gaytracing though?
It's just a lazy tool for devs.
They LITERALLY didn't add any static lighting or shadows to their game you fricking moronic fricking moron
Why would they when the game was made with RTX in mind?
You can do that without RT
Stop trying to justify spending $2000 on a 4090
Soul
Soulless
>ugly as shit game looks slightly less ugly
Bravo.
Most people here are poorgays, no point trying to convince them just wait 10 years until they get to run it well
You can't really fault anyone for not getting the best CPU and GPU money can buy.
Yeah no shit, it looks great. The point is there's a barrier for people to actually use rtx since it's so demanding.
You know what the funny thing is? That raytraced screenshot at the bottom still shows static baked shadowmaps. It's easy to tell.
Baked cascade shadow maps, not realtime dynamic shadows
Funny to see that RT Overdrive mode still cuts so many corners and resorts to so much fakery.
Notice how the feet of the chair are not properly shadow cast, instead it's just a rectangular shadow black.
I've seen better shit in a Souls game unironically. Here is DS3 with dynamic lighting overhaul mod by comparison.
There's a fricking shadow being cast in front of him when that's where the light source is. Explain to me how that's possible?
That being said, every Cyberpunk screenshot in this unironically looks better with RT off, and it has almost double the FPS to boot. That's not even poorgay cope either.
The way the torch emits shadows is not technically accurate and kind of a hack. As long as it looks good it doesn't really matter, and DS3 unmodded didn't even have torch shadowcasting. It's something from DS2 that they still put in the DS3 engine but never enabled, modders had to put it back in. So it's naturally not going to be perfect since it's a feature they never enabled in production.
>The way the torch emits shadows is not technically accurate and kind of a hack.
I agree with you, your other screenshots look beautiful. But whenever you're actively in the thread talking about what you believe in be incorrect shadows, you look pretty fricking dumb when a torch doesn't work properly.
It doesnt have to look physically accurate but at the very least I expect a game as GPU bound as CP2077 RT overdrive to be casting shadows of a chair at least somewhat properly. If it looks like a low res shadowmap blob then why am I maxing out my energy bills to render this scene? You could come up with the same thing in a rasterized engine, come close to 99% of the quality and be 300% faster
Yes some areas would have lighting bleed but honestly only a few autists are going to notice it, no norman would care or even notice there is an issue
>You could come up with the same thing in a rasterized engine, come close to 99% of the quality and be 300% faster
You can't otherwise everyone would be doing that instead. The approximation for indirect lighting is probe-based GI which both looks like ass and doesn't solve the indirect shadowing problem.
>I don't understand how shadows from large surface or ambient light sources work.
The shadows would be lit up by ambient light but they wouldn’t turn into blobs. That’s not occasion either. It’s way too big and malformed
Anon. That's exactly how it works.
>using computer sim
>not real lighting
The shadows wouldn’t deform into blobs from that close of a distance
If it was overcast I'd go take a picture of the exact same thing. That is exactly what happens
The funny thing is your wrong, but there is no appreciable difference, so if anything it more strongly invalidates it as a waste of resources.
Full pathtracing is only really useful in fully dynamic scenes. I want this combined with fully destructible environments.
> Full pathtracing is only really useful in fully dynamic scenes.
I have no idea why they post cringy shit that provoke the easy argument of baked shadows.
Post videos of a character with a flaming sword running and fighting. Or a police car with spinning lights driving at night in busy traffic.
Or a strip club with a ton of dynamic lights and volumetric fog and reflective dancing poles and stripper heels. Something like that, I dare you. And show them fps.
Lol
So what? Literally why does this matter?
They combine techniques for a better visual product
I'm genuinely curious
The entire selling point of this mode was supposed to be 'PATH TRACED RAYTRACING'.
Except it's still using baked shadow maps.
By comparison, there are mods for Dark Souls games right now with realtime dynamic shadows replacing baked shadows.
If you're going to half ass it and resort to all this fakery, it does not justify the framerate and performance being as trash as it is. Either all the shadows, reflections and lighting is path traced or it is not allowed to call itself completely path traced.
For what I can see even 120fps without RT is hilariously low, there needs to be an unculled city on top of those stairs to justify being so butt ugly.
Lol the performance is fine what the frick are you talking about?
Can you even run this game?
you're an actual moron
Cope seethe and dial 8 Slavcreature.
Here is what real dynamic shadows look like.
Your shit is fricking BAKED.
You actually have no idea what you're talking about.
Cope seethe and dial 8 CD Projekt homosexual troony.
Pls show me in those screenshots how the feet of the chair are properly shadowcast. They are not. It's a rectangular block shadow.
That has nothing to do with baked lighting.
If it was baked, it would be applied to the top scene as well to add some extra shadowing where there is only AO right now.
Not to mention you're not going to have proper shadows in that lighting scenario to begin with.
It's lit indirectly from the skylight above. There is no direct shadowing. You'd expect shadows that are not well defined.
Pic related. It's "low res" blobby shadows because there is no direct lighting. They get crisper closer to the object. That's how lighting works IRL.
If the shit looks as bad as cascaded shadow maps and requires 300% more GPU power then it's objectively a flop and not worth bothering with.
Dev trannies need to stop forcing their tech autism down customers' throats esp when the shit doesn't even look better.
The fact ppl can show you rasterized graphics and you can't even come up with a screenshot of a path traced game that looks x 30 better goes to show you this thing is as much of a flop as VR and 3D glasses. The quantum leap simply isn't there, and rasterized lighting became 'good enough' a long time ago to the point there is diminishing returns with your raytracing.
I don't disagree with anything you're saying.
I'm just saying stop saying random, factually untrue shit like
>it's baked lighting
When it clearly isn't
Throwing out random technical terms just makes you look sound like a moron when you could just be arguing the advantages/disadvantages instead
cs2 doesn't have rtx and it's gorgeous, frick you and rtx shit.
gameplay > graphics > rtx
The only thing dynamic in Fromshit's games are how they dynamically adapt to look worse.
That's unmodded.
The engine is fully capable of shadowcasting everything since DeS. They just turn it off for most objects manually to save on performance since the shit has to run on a base PS4.
Here is that same scene redone with the baked point lights removed and dynamic shadows added back in (and better planar reflections)
When rasterized graphics can look as good as this and still run 4K 60fps on a 2060, you don't need raytracing.
>The engine CAN look good, it just DOESN'T because it RUNS LIKE ASS. if you, the customer does their work FOR THEM it still looks like a PS3 game!
What an argument.
Ppl have to do the same thing with Bethesda games. Souls games at least can make ladders work, Skyrim still can't and it has to literally LOAD IN A NEW MAP when you enter any building or area. Even Elden Ring's engine is better than that outdated GameBryo trash.
>B-but other game
>Ladders!
>But Elden Ring!
My moron wife.
>The engine CAN look good, it just DOESN'T because it RUNS LIKE ASS
It would still run 400% faster than 2077 RT Overdrive, don't kid yourself
Anything below a 4090 is not worth bothering with for RT Overdrive, and even a 4090 is not enough.
>It would
I don't care. DS3 looked shit when it dropped, doesn't matter if Cyberpunk runs and looks like shit. You Fromdrones are pathetic and moronic.
That still looks like jagged bloomed out shit, and it's not in motion on top of that so we'll never know if its awful screen-space culling issues are fixed because you're too moronic to post a proper counterpoint.
> that ps1 environment
Nice graphics, soulstrannies.
Is this mod safe online?
Yes
>You know what's funny, the shadows are-
I don't care how poor you are.
-eeeh
-me.
Be careful people, OP might be using the fake frames bullshit to "increase" his performance.
>60fps
Gross. Anything below 120 is unplayable.
>120fps
Gross. Anything below 240 is unplayable.
> 240
Weak.
>He plays at 120
Pathetic pleb.
I'll take a locked 120 vs. an unstable 165.
Should've showed minecraft with Ray tracing
>everything becomes blurry but more "realistic" lighting
Ah, just like real life.
5th gen tier shadows
-Mario
>hmmm, today I will cut my fps in half for marginally better lighting
sorry green boy but ray tracing still is a meme
maybe in 5 years when it can be implemented better without tanking framers it will be worth it
Already seeing some major cope ITT.
WHERE ARE THE SHADOWS ON THE CHARACTER MODELS ARE THEY GHOSTS?
Are you blind?
>pop screen with lightning on low
>bottom screen with RT
Lmao, what kind of bullshit gaslighting is this? The game looks fricking the same with just regular dynamic light instead of ray tracing. And it also has double the FPS LMAO.
Picrel is with RT off and has over 100 FPS, hahahaha, frick you Black person!
Raytracing mainly benefits in scenes where there is no direct light.
Posting a screenshot of a character in sunlight and pretending its an equivalent scenario is delusional.
A ton of those shadows look like shit there BTW. If the shit don't even look better than baked shadow maps in most cases then why bother. It's not like there is a lot of interactivity with the environment in CP2077 to begin with, shit might as well be completely baked
sex
>console textures
>RTX
me, we used to have shadows in the PS1 gen without fps drops, what we have now its a bunch of lazy untalented morons that want the engine to do the entire job for them from assets to lightning and of course its either MP or the npcs don't have any AI at all
There's a difference but not a $2000 card with $800 CPU difference.
Bottom looks blurry and objectively worse
Also I just realized what the frick are those frametime graphs doing, jesus christ
not worth that massive tank in performance.
Its just more nvidia memery, like buying physx just to cripple the much better performing and cards or pressuring hardware reviewers to use factory overclockers cards in benchmarks
>F.E.A.R (a 2005 game) still blows all of this shit completely out of the water
LMAO
People talk a lot about fear's lighting but the sharp-edged dynamic shadows put me off even in 2005. Also, blocky indoor spaces at night isn't exactly technically challenging to light.
Even back then they were trying to do "soft-shadows" although FEAR's implementation is an absolute joke.
>muh F.E.A.R.
>cost of the good things is that every single level has to be an office block or a warehouse to make it work
>How would you like your bloom, sir?
>Just frick my shit up
>Right away sir!
That will be 60fps + tips, sir.
Modded ray tracing might as well be what Cyberpunk is doing. Taking a finished product, bolting it on and then complaining when every scene looks like shit because the artists didn't place light sources and set material properties with a fine tooth comb.
Raytracing is the future of rendering whether you like it or not.
The only thing the future has that we don't have now is more powerful hardware that allows for rendering it at native resolution.
Just triple the filesize of the game and bake high resolution GI everywhere.
Tbh I'd prefer it this way.
Games from 2007 look much cleaner than the blurry mess of games in 2023.
All these post effects and upscaling to try to save performance is terrible.
An office room in CS2 with pre-baked shadows blows this out of the water.
It makes truly nice looking scenes and its going to be the default way games are made in the future. Like you'll have ray traced shadows as the baseline you'll make trad lighting system off from.
Metro Exodus' Enhanced has some cool RTX shit that converted me.
Exodus doesn't run as nice as DE but it has some RTX experimentation that really does have me take pause every once in a while to appreciate how good it looks.
It's not that bad of a drain, but indies do NOT know how to use it. Amid Evil still runs like (comparative) garbage using it.
I'm glad the fbi bought me a 3070, it's not great, but it ultras most stuff.
Exodus seems really well optimized. I get ~100 fps on a 6800XT with ultra graphics / high rt / all rt reflections at 3440x1440. Was really surprised that it didnt chug on an and card
Nothing runs as well as DE, horrible metric.
There is actual black magic going on over there.
when a modded Souls game blows away your troony slavshit that runs at 40fps on an RTX 4090 with everything maxed
https://twitter.com/fromsoftserve/status/1686922903911063552/photo/2
When rasterized lighting can look a lot better with 200/300% more performance what's the fricking point? Get a better art department and stop using overpowered expensive hardware as a clutch.
https://twitter.com/fromsoftserve/status/1686880545282662400
major cope
How many ACTUALLY WORTHWHILE games have ray tracing? yeah the screenshot looks nice but cyberpunk is still a broken mess
fortnite? Come on.
Does elden ring still crash when you turn ray tracing on?
>half the FPS
>fake frame generation turned on
>200W more power consumed
>card 600$ more expensive than last gen
>scam game
yep, it's AAA gaming time
>4090
>half the frame rate
this just looks like someone turned up the bloom setting.
>more bloom lighting is a good thing
>bloom lighting
lol
why would you come into a thread to be mad about something you don't understand?
>reshade off vs on
I think it looked good in Fortnite. Really pops the lightning and gives off impressive reflections. And runs smooth still.
When it first came out it was literally a meme because no one could run it and it was supported on less than ten games. Now it's a different story
These threads are made by coping poor gays
Remember to sage
OP is trying to show people what they're missing out on
now show a game that uses baked lighting
Baked lighting and a dynamic day/night cycle don't play well together.
Raytracing doesn't work well with a dynamic day/night cycle either. Just look at Minecraft, the lighting pops in a few times at dawn / dusk.
I don't know what you're talking about because I don't play Minecraft, but I'd hazard a guess that Minecraft of all things isn't the game to show off graphical technologies. Raytraced sun and sky lighting works great in Cyberpunk.
>dynamic day/night cycle
Those have always been gay and moronic sice they make the time of day move way too fast.
The thing I hate about baked lighting is it's a stopgap measure until the hardware plays catchup. It also leads to more static environments as well which I also hate.
>bouncing light more than once
if it bounces light at all it required ray tracing
>word words words
midwit cope
I like how the solution here is to just turn RTX off if you don't like it, but Ganker is sour grapes central.
>NVidia murdered Cyberpunk for the sake of selling unnecessarily powerful GPUs
They thought it was gonna be the next GTA and that gaymers would flock for new cards.
if you cant tell the difference you're gay
Battlefield 5 doesn't use RTX GI like Cyberpunk. Only a few specific effects are ray traced.
?si=iOhBKWWIYmbURw2V
>Game is made to look shit on purpose so RT can look better.
Every time.
If they added shitty lightmaps and pre-calculated GI passes(the cause for 80% of game size in modern games) to the game the install size would balloon to a terrabyte.
There is no way they would make pre-baked lighting with dynamic time of the day.
But all they have to do is you know skip having dynamic time of day system. Night in night city should be default. Game lacks any atmosphere, I just wanted blade runner.
-me.
You can achieve what you see in the bottom with baked lighting.
At the cost of being completely non-interactive so now none of the physics objects in that scene can interact with the lighting, so that's shit.
I'd rather we solve the anti-aliasing problem because RTX meme shit. Sure love every modern game either being a fricking shimmering mess when it comes to foliage, or the whole screen looking slathered in vasline since its running at 1/4 rez internally to 'temporally sample' from to reconstruct the full image.
>I'd rather we solve the anti-aliasing problem
It's been solved.
>It's been solved.
>static image.jpg
are you some sort of idiot?
That's a YouTube thumbnail. Go watch the video.
DLAA is the solution you're looking for, but you won't accept it because your poorgay card doesn't have access to it.
>here's a solution, but unfortunately for you most games won't offer beyond TAA because it's the UE4/5 default and frick you, consoles can't handle the better solution anyways
>consoles
AA is the least of your worries.
Doesn't matter when the consoles set the baseline and that's what the PC users are generally stuck with. It's either FXAA or TAA for most games. Even the DLSS meme is barely supported.
>fake pixels is what you're looking for
>fake pixels is what you're looking for
Yes, that's the point of anti-aliasing, getting the visual benefits of a higher resolution but with a lower performance cost.
Reconstruction is the inverse, as the goal is to get the performance benefits of a lower resolution but with a lower cost to visual quality.
>dug ourselves into such a hole we have to rely on shitty stopgap solutions
I'll just keep playing sprite and early 3d vidya thx
It's called 4k + DLAA you stupid mong.
for me, it's when they cap the framerate when comparing so you dont see the -45fps
Wasn't Elden Ring 60fps locked regardless because JP programmers?
>*cuts your performance from 90 fps to 15*
I like the top better, easier to see what i am doing. Don't need all this bloom and shit getting in the way.
>Waclaw! We've ran out of money!
>Oh kurwa, Gregorzh! How?
>We spent it all on bonuses for higher-ups and big chungus!
>Well, we can save what's left by doing frick all with lighting and just slapping on whatever shitware nVidia has in store
>Brilliant!
yet prebaked lighting looks just as good but runs on 10year old hardware with no performance impact.
who cares, still not upgrading from GTX 1070 and will play everything on low
Hopefully next gen it'll be reasonably affordable. Looks good tho.
i'm sure your moronic ass already made up their moronic little mind about this but it just looks like someone jizzed on the camera lens
>-45fps for something a mod can do without losing more than 5fps
jesus christ nvidiakeks are really this stupid
You know your AMD card can raytrace too, right?
Not very well I suppose but no need for sour grapes.
They do it poorly, but I prefer AMD's approach to use of board silicon vs. nVidia wasting real estate on a card for dedicated RT & Tensor cores you won't be using in 80% of your loads.
Poorgays will never understand how absurdly superior ray tracing is when actually playing the game in real time. All the limits of screen space effects which have plagued games for 20 years are completely eliminated and it’s pretty cool to witness even if it’s a more incremental visual improvement than what the industry is used to over the decades
I bought rtx4090 just to try out rtx and it was shit, the whole image looked like a vaseline smear whenever I moved the camera. The game also run at 40fps while looking marginally better, frick that.
Oh so you clicked the RTX button when you turned the PC on and then it was just vaseline smear all over the place huh? I see. You definitely own a 4090 my ESL friend.
I don't own it anymore though, I have generated some AI shit on it and returned withing the 14 day window.
>and then it was just vaseline smear all over the place
exactly, tried out 3 games and it looked like shit in all of them. I rather play them on low settings than to look all that postprocessing shit
Ray Tracing is great but we are still at least a few generations away from it becoming the standard, right now we are in tech demo territory. Even if games come with RT support the difference in visuals is not worth it. Once we will get fully Ray Traced real time rendering running on mainstream hardware then it will be good enough.
>Once we will get fully Ray Traced real time rendering running on mainstream hardware then it will be good enough.
The 4090 can already handle native 4k60 pathtracing. In two years the 5080 will be able to, and in four the 6070.
You'll still say it's a meme because your console can't.
>The 4090 can already handle native 4k60 pathtracing
It can't in anything demanding and there aren't many path traced games to begin with.
Only Q2 RTX runs at those settings.
Why don't devs put effort into their games and instead rely on shitty gimmicks that demand monster hardware?
the thread
grapes are for sunk effort gays.
analogy really only works when its something you cant easily get. A better example would be my house or my business.
kinda unfair when the original picture doesn't even have dynamic shadow casting lights, just baked in lighting, given away by the shadows directly below everything.
RT does still look better than that, but not as massively, the real difference is the time in programming the light sources for RT in this image.
Meanwhile GTA 4 in 2008...
That is bad example, that game ran like shit when it came out on PC. Cybertroony was the paragon of good PC ports in comparison.
But the simulation aspects in GTA4 were great, so many years passed and we went backward.
>that game ran like shit when it came out on PC
the game ran like shit only because wienerstar tasked some illiterate third world monkeys to work on the PC port
I don't know what happened there but it was a massacre.
I remember going to a friend who got his new PC and watching slide show.
If I remember correctly he had e8400 and 4870 512MB.
The port was so bad that there was a disclaimer in the game itself saying that the highest settings were aimed at future computers.
Imagine being so bad at doing your job that your game doesn't run on any PC, even if it's something originally made for a PS3 that's already been released a bit obsolete.
The main thing I remember being fricked about the GTA4 port is that all of the options scaled off of the current resolution, so if you were aiming for higher-than-720p, everything else got exponentially more expensive along with it.
Cyberpunk is one of the best examples of why RTX" is a useless gimmick.
The game has two "RTX" implementations, and the first one, which was considered "state of the art" before, was exposed as a piece of shit when the second mode was released. That's the first detail: if something looks like shit after something "improves" it, it's because it was shit to begin with.
Second, even though RTX Overdrive is objectively much better than "normal" RTX, it's still riddled with the same problems. Leaking lights, reflections that take time to form, denoisers working on the image in real time, people leaving trails in the "ether" when they move, all this shit happens all the time and will be examples in the future of how RTX Overdrive was a piece of shit too.
And both modes ruin your frame rate unless you start generating fake frames to give a better idea of movement (just the idea, since the feel and feedback in the controls won't be any better).
That shit is cancer. And yes, ray tracing can be fantastic for creating dense and beautiful atmospheric effects, for example, but if the game wasn't made with that in mind, it's just a gimmick to fool suckers.
why does cybrertroony look like that? every surface looks plastic
I have used path tracing on cyberpunk for the last month or so and other than it looking slightly better when wondering around it really is not worth the performance hit at all.
>turn on gay tracing
>adds nothing to shitty gameplay
>adds temperature to CPU
What's the point of gay tracing when you spend 80% of your free time on Ganker instead of playing games that don't need gay tracing like VNs
You also forgot the part where the computer starts making so much noise it sounds like it's about to take off. Sometimes I reduce the frame rate of games from 144hz to 120hz or 90hz just to make my shitty RTX3070's noise tolerable, especially when I'm playing at night.
fix your fan profile
>creating good lightning is above the skill of the average developer in 2023
you could easily create good looking lightning even in old ue2.0, raytracing is just a shitty crutch just like all the shitty web frameworks.
Open world and dynamic time of day memes killed good looking games.
UE2's lighting was statically baked tracing.
if they collected stats on how few people actually olayed on rtx on they would NEVER put this much effort into rtx
oh my lord how the frick do you put up with 548w just sitting next to you. dont say ac because thats moron logic to run ac for hours at a time just to game.
It's good, sure. Catch is the OD mode will tank a 4090 under 60.
ITT: poorgay cope
I hope DD2 has something similar, it looks good as frick already.