It does show the limitations though - especially as its all software implementation - no Hardware Acceleration. Its having to run at a much lower resolution and use interlacing too. Its limited on range and on objects, limited on object quality and also doesn't 'reflect' any 'active' characters - relying on traditional methods for that - its also limited the game Resolution to 1080p a quarter of the resolution of the high resolution mode and still only 30fps too in that.
Its still impressive to get that from 'Software' only and does show how 'expensive' it is to do without hardware acceleration...
A pessimist is just an optimist with experience!
Why can't life be like gaming? Why can't I restart from an earlier checkpoint??
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Its really annoying how CryEngine has had SVOGI for years, but because the industry at large decided to use Unreal 4 instead (an engine that decided to ditch realtime GI after showing it off in initial demos, just like how most of the features in Unreal 3's tech demos were thrown away in the actual shipped engine), were now supposed to pretend that Unreal V implementing realtime GI is some kind of heap leap forward for gaming. If more companies had used Crytek's work, their "realtime, all the time" mantra would have radically improved dynamic game lighting across the board between 2015 and 2020.
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Topic: Ray Tracing on Xbox One X
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