(enough for highest quality at 4K) yes the game seems to have s* optimisation.
RT = Ray tracing PT = Path Tracing FG = Frame Generation
Source : https://www.techpowerup.com/review/alan-wake-2-performance-benchmark/
(enough for highest quality at 4K) yes the game seems to have s* optimisation.
RT = Ray tracing PT = Path Tracing FG = Frame Generation
Source : https://www.techpowerup.com/review/alan-wake-2-performance-benchmark/
This is more than a little ridiculous. Real-time path tracing on the GPU was in experimental games targeting the GTX 480.
It is an embarrassment that we’re still trying to get more detail by making square bitmaps larger. The excuse circa Crysis was that we’d need all-new tools and engines to ever do procedural textures and geometry. Well - who’s still using tools from that era? Even the ancient lineages like Source 2 have been overhauled several times. Meanwhile the demoscene moved so far past cached procedural generation that raymarching nonpolygonal equations became old hat. Artists no doubt want more control than the hand-wave of RGBA’s “Elevated,” but they obviously have a lot more than 4 KB to work with.
The canary in this coal-mine was Red Dead Redemption II coming on two Blu-Ray discs. For dirt.
Wtf are you talking about. Path Tracing is used in the sence of extreme Ray Tracing. A lot heavier but with more detail ray tracing.
Yes, I know what path tracing is, and I am telling you it was being done in real-time in 2010. See the Ray Tracey blog and freeware games like Brigade. Memory is not what made it work better since then.