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bluescrnyesterday at 10:09 PM3 repliesview on HN

Might almost be a good thing, if it means abandoning overhyped/underperforming high-end game rendering tech, and taking things in a different direction.

The push for 4K with raytracing hasn't been a good thing, as it's pushed hardware costs way up and led to the attempts to fake it with AI upscaling and 'fake frames'. And even before that, the increased reliance on temporal antialiasing was becoming problematic.

The last decade or so of hardware/tech advances haven't really improved the games.


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whatevaayesterday at 11:40 PM

DLSS Transformer models are pretty good. Framegen can be useful but has niche applications dure to latency increase and artifacts. Global illumination can be amazing but also pretty niche as it's very expensive and comes with artifacts.

Biggest flop is UE5 and it's lumen/nanite. Reallly everything would be fine if not that crap.

And yeah, our hardware is not capable of proper raytracing at the moment.

swinglockyesterday at 10:52 PM

The latest DLSS and FSR are good actually. Maybe XeSS too.

babypuncheryesterday at 10:53 PM

The push for ray tracing comes from the fact that they've reached the practical limits of scaling more conventional rendering. RT performance is where we are seeing the most gen-on-gen performance improvement, across GPU vendors.

Poor RT performance is more a developer skill issue than a problem with the tech. We've had games like Doom The Dark Ages that flat out require RT, but the RT lighting pass only accounts for ~13% of frame times while pushing much better results than any raster GI solution would do with the same budget.

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