this
Path tracing is easy once you know where to look, mostly in the fine details of the models and how they react to the scene i.e. the vent in this case, only the first pic got it right with respect to the light source. Some other easy giveaways are the lips or nostrils in character models. Without manual tweaking nostrils always have light leaks when using raster.
And to be honest, the only way I can tell "raytraced" from rasterized is the shitty smeared reflections
all of them use rasterization, realtime raytracing only works up to ~5 meters from the camera in modern games
Both wrong, bottom is clearly path/raytraced since it's the only one with color-accurate details in the reflection.
My guess is top is raster, mid is raytraced, bottom is path traced.
Good for you honestly, if the rest of RT/PT effects beyond reflections mean nothing to you and you can safely turn them off. To me they are grating differences
Rasterization reflections are color-accurate, the only reason you don't see blue is because the reflection angle is slightly different. If you look at the puddle in the 2 pictures without the blue reflection they cut off just before the blue panel would show up.
This just means the one with the blue reflection is probably rasterized and using some innacurate method to determine what's reflected in the puddle.
>Without manual tweaking nostrils always have light leaks when using raster.
thats the problem of shadowmap resolution being too small or distance bias being too high
either way it can be solved by increasing shadowmaps for close distance or using AO that dosnt suck dick
top looks best, but all of them have inaccurate nonsense lighting here, slapping in screen space or ray traced reflections on the same image barely changes anything
middle is raster, it's the only one with different mirror reflections
reflections on bottom are noiser, which is an artifact of path tracing
so top is the most likely to be the raytraced one
I'm going to guess top is path traced because it looks the best. I can't tell specifically why, it just looks, to my eyes, more tactile, more real. The other two look like they're missing something by comparison. That's my instant impression anyway. I can't tell the other two apart at a glance.
regardless of the answer, it looks so similar that you might as well play at rasterized and use the extra FPS on increasing resolution or upping the settings
yes
Which one of those methods gives you working mirrors?
all 3 can do that
https://docs.unrealengine.com/5.0/en-US/planar-reflections-in-unreal-engine/
I like the first one the most, the little 'emergency lighting light's reflection looks the nicest.
I'm going to guess the last one is Raytraced because of how smeared the reflection of that light is.
bottom one is raster
top one is path
mid is ray
this
Path tracing is easy once you know where to look, mostly in the fine details of the models and how they react to the scene i.e. the vent in this case, only the first pic got it right with respect to the light source. Some other easy giveaways are the lips or nostrils in character models. Without manual tweaking nostrils always have light leaks when using raster.
And to be honest, the only way I can tell "raytraced" from rasterized is the shitty smeared reflections
also this
Both wrong, bottom is clearly path/raytraced since it's the only one with color-accurate details in the reflection.
My guess is top is raster, mid is raytraced, bottom is path traced.
Good for you honestly, if the rest of RT/PT effects beyond reflections mean nothing to you and you can safely turn them off. To me they are grating differences
Rasterization reflections are color-accurate, the only reason you don't see blue is because the reflection angle is slightly different. If you look at the puddle in the 2 pictures without the blue reflection they cut off just before the blue panel would show up.
This just means the one with the blue reflection is probably rasterized and using some innacurate method to determine what's reflected in the puddle.
>Without manual tweaking nostrils always have light leaks when using raster.
thats the problem of shadowmap resolution being too small or distance bias being too high
either way it can be solved by increasing shadowmaps for close distance or using AO that dosnt suck dick
The first image is path tracing
the second one is rasterized
and the third one is raytraced
You can tell by the light bouncing off of the vents
you mean which image uses all 3 of those? your sentence is grammatically incorrect
anyway
>middle: ray
>top: path
>bottom: rast
all of them use rasterization, realtime raytracing only works up to ~5 meters from the camera in modern games
I still don't know what pathtracing is
I don't know what two of those terms mean but the top-most image is the ugliest. I'm unsure on whether I prefer the middle or the bottom image.
You didn't put up the FPS counter so we can't tell.
>Rasterization
all of them
top looks best, but all of them have inaccurate nonsense lighting here, slapping in screen space or ray traced reflections on the same image barely changes anything
look at that pathtracing
This thread shows why real-time RT is still just a meme after 6 years.
It needs more time in the oven, like 6 more years.
middle is raster, it's the only one with different mirror reflections
reflections on bottom are noiser, which is an artifact of path tracing
so top is the most likely to be the raytraced one
>arguments about ray tracing again
>all examples look ugly again
I'll never use this shit
OP here
Top was Pathtraced
Middle was Raytraced
and bottom is rasterization.
I don't care, I can't see any gameplay in any of them so the game doesn't look interesting. May as well be a movie.
morons
So which one plays best?
I'm going to guess top is path traced because it looks the best. I can't tell specifically why, it just looks, to my eyes, more tactile, more real. The other two look like they're missing something by comparison. That's my instant impression anyway. I can't tell the other two apart at a glance.
regardless of the answer, it looks so similar that you might as well play at rasterized and use the extra FPS on increasing resolution or upping the settings