![]() Lighting the future of graphicsīetter reflections and lighting might not seem like a big deal for games when sharper textures, more details, and 4K resolutions tend to be championed as graphical highpoints. Eventually, people with gaming PCs running less powerful GPUs might still be able to see ray-tracing in all its glory. If millions of people have consoles that can deliver ray-tracing, rather than a relatively small collection of PC gamers, then developers are more likely to enable ray-tracing in their games.Īnd that could lead to ways to make ray-tracing less demanding, thanks to software optimisation. We could also see a less demanding, but still effective, mix of ray-tracing rendering and more traditional rasterization in order to create more realistic graphics and lighting.īut the most interesting thing here is that the new consoles could normalise ray-tracing in games. But optimisations and how the hardware works together in a dedicated console can deliver more performance than raw specs alone would suggest.Īs such we could see full ray-tracing support in future PS5 and Xbox Series X games. We don’t know for sure how well the next-generation consoles will handle ray-tracing, given that their specifications aren't any better than a high-end gaming PC. ![]() However, ray-tracing support in the PS5 and Xbox Series X - both of which use PC-derived CPUs and GPUs from AMD - could change all that. Nvidia does have its deep learning supersampling (DLSS) tech that can help things along, but ray-tracing at maximum settings is mostly beyond the reach of all but the most powerful PCs. In fact, switching on ray-tracing is one of the best ways to tank your frame rates. ![]() Unless you have a very powerful PC- say, a machine running a GeForce RTX 2080 Super - you’re not likely to be able to use ray-tracing in a game at 4K, while running at a smooth 60 frames per second. Other recent Nvidia graphics cards, and even some AMD Radeon GPUs, can use software simulation to provide ray-tracing rendering, but the simulation is not powerful enough to run ray-tracing effectively. Ray-tracing rendering in real-time is very computationally heavy, which is why the GeForce RTX 20-series graphics cards from Nvidia have dedicated ray-tracing units. And it looks very impressive in the relatively small amount of games that support it, such as Metro Exodus and Control. This leads to more realistic lighting for a whole scene.Īs mentioned, ray-tracing has been used to great effect in animated movies. This means the objects in a scene interact with light rays bouncing all over the place, rather than just with direct light from one source. But it can’t compete with ray-tracing.īy tracing how simulated light travels around and interacts with its environment, ray-tracing paves the way for real-time ‘global illumination’. God of War is an excellent example of this traditional method. This has paved the way for very impressive lighting in modern games. The addition of pixel processing, more commonly called shading, then changes the colours and lighting of certain objects, depending on their position relative to the player or camera. In a nutshell, this involves rendering 3D objects onto a two-dimensional screen using a mesh of triangles, which are then converted into pixels or dots by a computer and used to determine an object’s place in a scene. In games and virtual environments that don’t use ray-tracing, lighting is simulated through a process called rasterisation.
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