Can you REALLY SEE the difference? Raster vs Ray Tracing vs Path Tracing

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  • čas přidán 20. 05. 2024
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    Hello Dear Viewers :D
    Today, with a different video testing Cyberpunk 2077 Rasterization vs Ray Tracing vs Path Tracing, both in terms of visual quality and Performance (with NVIDIA and AMD cards).
    00:00 - Intro & IMPORTANT Information
    03:29 - Rasterization vs Ray Tracing vs Path Tracing - Visuals
    12:43 - Rasterization vs Ray Tracing vs Path Tracing - Performance
    16:20 - Conclusion (advantages, problems, etc)
    20:58 - Channel Members
    21:19 - More Videos
    Hope you enjoy the video. Comment with your thoughts about it. Don't forget to hit like, subscribe and share the video if you can.
    If you want, support me on:
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    AMD AM4 PC USED for CPU testing:
    CPU Cooler: Mars Gaming ML360
    MB: Asus X570 Strix-F
    RAM: 2 x 8GB - Patriot Viper 4400Mhz CL19 (3600MHz CL16)
    SSD (Nvme): 500GB + 1TB
    PSU: BitFenix Whisper 650W+ Gold
    CASE: Bitfenix Nova Mesh SE TG
    INTEL 10/11th Gen PC USED for CPU testing:
    CPU Cooler: Artic Freezer Penta 33
    MB: MSI Z490 Tomahawk
    RAM: 2 x 8GB - Patriot Viper 4400Mhz CL19 (3200 MHz CL14)
    SSD: Kingston V300 120Gb
    HDD: Seagate Barracuda 2Tb 7200 rpm
    PSU: Seasonic SIII 650W Bronze
    CASE: Aerocool One Frost Edition
    INTEL 12th Gen PC USED for CPU testing:
    CPU Cooler: Mars Gaming ML360
    MB: Gigabyte Z690 Aorus ELITE (DDR4)
    RAM: 2 x 8GB - Patriot Viper 4400Mhz CL19 (3600 MHz CL16)
    SSD: 240GB
    SSD (Nvme): 500GB
    HDD: Seagate Barracuda 2TB 7200 rpm
    PSU: Aerocool X-Strike 800W 80+ Silver Semi Modular
    CASE: Phanteks P400A White
    AMD AM5 PC USED for CPU testing:
    CPU Cooler: Enermax Aquafusion 360
    MB: Asrock B650E Taichi
    RAM: 2 x 16GB - Flare X5 6000MHz CL32 (6000 MHz CL30)
    SSD (Nvme): 1TB
    PSU: Enermax Revolution D.F.X 1050W (80+ Gold)
    CASE: Enermax StarryKnight SK30
    My Main PC (used for GPU testing):
    CPU: AMD Ryzen 7 7700X (5.4GHz Static Overclock)
    CPU Cooler: Noctua NH-D15S
    MB: MSI X670E Carbon Wifi
    RAM: 2 x 16GB - Flare X5 6000MHz CL32 (6000 MHz CL30)
    SSD (Nvme): 500GB + 2TB + 2TB + 4TB
    PSU: Corsair RM750X (White) 750W 80+ Gold
    CASE: Thermaltake View 51 TG
    #AMDDrivers #cyberpunk2077 #pathtracing
  • Hry

Komentáře • 1,8K

  • @AncientGameplays
    @AncientGameplays  Před 7 měsíci +124

    Did you notice the difference? Do you think Ray or Path Tracing are a must for this game?

    • @dgillies5420
      @dgillies5420 Před 7 měsíci +24

      Man your videos are so much fun to watch. You could be reviewing dog food brands and it would be just as fun, please never change!

    • @AncientGameplays
      @AncientGameplays  Před 7 měsíci +4

      ​@@dgillies5420thank you for the kind words!

    • @theriddick
      @theriddick Před 7 měsíci +53

      4:00 The question you must ask yourself, is it worth loosing %50-90% of you frame rate?!!!!!! I say NO!
      I don't think FSR3 FG will be good enough to help AMD cards out in CP77 PT (mainly because FSR FG gets worse the lower your fps is!!!!). The game is just too heavily optimized for NVIDIA cards.
      You may be able to do it with considerable image quality hits, but by that stage you may just be better sticking with higher rasterization fps for a better overall experience without the massive latency hit on top.

    • @AncientGameplays
      @AncientGameplays  Před 7 měsíci +18

      @@theriddick i do prefer 70-90fps with PT than normal RT though

    • @darreno1450
      @darreno1450 Před 7 měsíci +35

      There is a difference, but it's not worth the hit. Also, none of this is going to matter soon with UE 5 games around the corner. UE 5 without path tracing looks a lot more realistic than CP with path tracing. Eye candy is coming to everyone soon and no Nvidia proprietary hardware or tech will be necessary. Oh sure, they'll still push UE 5 RT and Path tracing but lumen looks so good as is, it's not going to matter.

  • @trblemayker5157
    @trblemayker5157 Před 7 měsíci +1384

    Gotta give huge props to the devs for making the game look good without RT

    • @iikatinggangsengii2471
      @iikatinggangsengii2471 Před 7 měsíci +22

      lol no

    • @paulojamesminimoisaac7858
      @paulojamesminimoisaac7858 Před 7 měsíci +282

      @@iikatinggangsengii2471 lol i assure you 99% of the gamers doesnt care about RT/Path Tracing, the game looks good without it.

    • @krspy1337
      @krspy1337 Před 7 měsíci +25

      @@paulojamesminimoisaac7858 the game looks ugly on raster, they didnt focus on that one while making this game so the nvidia's tech look way better, they were paid to do that

    • @krspy1337
      @krspy1337 Před 7 měsíci +12

      also game sucks so easy skip

    • @Rem_NL
      @Rem_NL Před 7 měsíci

      @@paulojamesminimoisaac7858 Your number is pretty inflated. People do care about visuals in games, its what draws a lot of people into a game/ creates hype. But it will take time before these techniques can be implemented for most peoples hardware/wallets.

  • @lek1223
    @lek1223 Před 7 měsíci +801

    The thing with Raytracing is that more often than not, it seems to mostly just make the scene DIFFERENT rather than inherently BETTER, Pathtracing always LOOK better, one of the problems other than performance tho, is that it also often is darker, which should require more/different lights or maybe a flashlight or something, some areas atleast are too dark for comfort

    • @theriddick
      @theriddick Před 7 měsíci +36

      Yeah its VERY scene by scene dependent. In lots of areas Path Tracing can look awesome, while in others it makes things a lot worse such as the Panam Tank driving scene where PT breaks lighting entirely.

    • @Rem_NL
      @Rem_NL Před 7 měsíci +5

      It might be hard to do. But a lot of the time ray-tracing gets a lot better when you actually look around or are on the move. Especially so with ray-traced reflections. They simply disappear when they should still be visible with screen space reflections (used for rasterization in CP). Skin looks much much more realistic with ray-tracing too. Bounce lighting being the biggest contributing factor there.

    • @thejackimonster9689
      @thejackimonster9689 Před 7 měsíci +31

      I don't even think path tracing looks better in all cases. For example in the first interior scene, you loose seeing the face of the NPC which changes the intention of the scene. Before you were guided as player to talk to the NPC but with path tracing you might overlook there's a face to talk to. So that's not better in my opinion, it's different. I'd argue it breaks the artistic intention of the scene though because we can assume they would have adjusted the lighting of the rasterized scene if it was intended to make the face barely visible.

    • @RobBCactive
      @RobBCactive Před 7 měsíci +33

      Realistic can mean less playable, a game is meant to be fun and that means being able to see & distinguish objects.
      Generalling a real time battle is no fun when you cannot tell units apart or have an effect on the outcome.
      Places being too dark leads to global gamma increases which detracts from better lit areas.

    • @theriddick
      @theriddick Před 7 měsíci +6

      @@RobBCactive or objects flickering and blurring.

  • @Ayralis
    @Ayralis Před 7 měsíci +254

    What I noticed is, that the rasterized lighting in the phantom liberty areas is really close to path traced lighting. The difference in lighting in the basegame areas is much more noticable.
    They probably modeled the rasterized lighting in phantom liberty after the path traced lighting to match it more closely

    • @AncientGameplays
      @AncientGameplays  Před 7 měsíci +25

      the difference is still noticiable. Most areas tested are in phantom liberty (apart from the garage scene)

    • @MKR3238
      @MKR3238 Před 6 měsíci +15

      yeah noticed that too
      the unnatural glow and brightness many areas in rasterized vanilla game are not present in phantom liberty. It looks much more natural and grounded even without raytracing. wish the main game could look like that too

    • @longjohn526
      @longjohn526 Před 5 měsíci +7

      Ray Tracing is also rasterized lighting, in fact all graphics are rasterized because that's just how all monitor work. ..... A better term would be pre-baked lighting which works well for inside lighting but tends to fall down or is hard to implement in Open Worlds with dynamic day/night and weather cycles ..... By 2030 all frames will be made by AI processing using Tensor Math cores configured as Neural Networks which are much more efficient at processing tensors and matrices using a fraction of the circuitry than using the current conventional methods
      Since we have pretty much hit a wall on how small and dense we can make ICs and are at the point where Moore's Law is no longer true the only real way forward is more efficient processing circuitry and that is Tensor/AI Cores and Neural Networks will come into play more and more. Even AMD knows this to be true which is why they have AI (tensor) cores in the 7000 series even though they aren't currently being utilized. They aren't putting them there for no reason and I'll bet next generation will use them with a new form of FSR that only works on 7000 series and up

    • @anusmcgee4150
      @anusmcgee4150 Před 5 měsíci

      @@MKR3238 I feel like that’s something CDPR would do in an update

    • @MarkLikesCoffee860
      @MarkLikesCoffee860 Před 5 měsíci +3

      There's definitely a huge difference. My bank balance would have been so much lower if I chose Path Tracing.

  • @geetube79
    @geetube79 Před 6 měsíci +40

    Fkn ray tracing is like buying a Bugatti to drive it in the freeway with the handbrake engaged.

  • @JayMaverick
    @JayMaverick Před 6 měsíci +38

    One thing Path Tracing has made me want desperately, is a flashlight. Some scenes are so dark that I can't see wtf is going on.

    • @w00t692
      @w00t692 Před 28 dny +3

      in dying light 2 it actually made me ENJOY having to use the flashlight to poke around, because otherwise these sealed up crypts are pitch black and it's fucking awesome.

  • @Bazylchuk_UA
    @Bazylchuk_UA Před 6 měsíci +227

    The thing that many people are unaware of is that making a scene with ray/path tracing is many times faster for the devs compared to rasterized version where they often have to manually put hundreds of light sources to emulate light behaviour. With the path tracing it's basically a one click solution and that in itself saves a lot of time on a development cycle. That is best explained in a Metro Exodus Enhanced Edition video from Digital Foundry

    • @AncientGameplays
      @AncientGameplays  Před 6 měsíci +20

      True

    • @kanela1465
      @kanela1465 Před 6 měsíci +54

      No, with path tracing, manually placed fake lights are still needed. The current iteration of realtime path tracing is very limited, you don't get a near VRay-like quality at all. Rasterization, on the other hand, has become much simpler than before because of the evolved light baking tools. In short, the dev resources spent for ray tracing and rasterization are not quite different.

    • @flamingotwist
      @flamingotwist Před 6 měsíci +4

      they still have to do all that rasterization lighting placement as i dont think there are any games which exclusively use ray tracing at the moment - its always toggle-able

    • @Bazylchuk_UA
      @Bazylchuk_UA Před 6 měsíci +1

      Metro Exodus Enhanced Edition actually uses only RT lighting with some exceptions, you can't even run the game if you don't have RT card. Digital Foundry made a video about this game and they have an exclusive video from devs that shows how they made rasterized lighting and how they work with RT lights.@@flamingotwist
      P.S. /watch?v=NbpZCSf4_Yk this is the video, the topic starts at 22:57

    • @flamingotwist
      @flamingotwist Před 6 měsíci

      @@Bazylchuk_UA thats carnage. will check that out!

  • @MrEL91N
    @MrEL91N Před 7 měsíci +163

    Cyberpunk is a tricky one to use to compare rasterization versus Ray tracing because they did such an amazing job on the base lighting and shadows. I think in a lot of other games the Ray tracing is a more noticeable improvement.

    • @AncientGameplays
      @AncientGameplays  Před 7 měsíci +13

      well, yes and no. RT on CP2077 foesn't feature Global Illumination though

    • @NyteStalker89
      @NyteStalker89 Před 6 měsíci +5

      @@AncientGameplays Cause the lighting in CP with RT is fairly realistic.. Global Illum is more of a rasterized lighting technique, no?

    • @socks2441
      @socks2441 Před 6 měsíci +16

      its because the game was made back when raytracing was an extra. now games are made for raytracing with rasterization tacked on afterwards. i.e devs are lazy now (or more accurately their bosses/ publishers are greedy). so cyberpunk is actually a perfect test. if raytracing didnt exist all games would have excellent rasterization. same can be said for all the unoptizmized games lately due to devs just tacking on dlss and calling it a day instead of optimizing.

    • @Trbrigade
      @Trbrigade Před 6 měsíci +14

      Whаt games as exаmple?😂 There are currently no games on the market that require ray tracing. because the difference is not visible. and this is not about cyberpunk, but about the technology itself.

    • @Trbrigade
      @Trbrigade Před 6 měsíci +6

      ​@@socks2441you speak as if games without ray tracing now look absolutely worse than with it turned on. which is absolutely untrue. The situation with ray tracing has not changed at all in 3 years. as well as with graphics technologies. if you are trying to repeat your favorite narrative “it was better before, and then greedy corporations and lazy developers came” then this is absolutely not the case. Better remember how 3 years ago absolutely every CZcamsr and commentator mocked cyberpunk because of several bugs, calling cyberpunk developers lazy, game not optimized, and the game not living up to expectations? and where are they all now?😂

  • @StingyGeek
    @StingyGeek Před 7 měsíci +115

    I think the question is not whether you can see a difference - in most cases here I could (especially when you pointed it out); but the fundamental issue for me is: is it worth the $ to get those differences. Is it producing a fundamental improvement to the game or increase in enjoyment for the significant $ investment, and/or the drop in performance. To me it's not worth it. But if you can afford a 4k monitor and a 4090...go for it. Particularly with AMD/NVIDEA not pushing the envelope each generation - except for halo products.

    • @oltorftheviking
      @oltorftheviking Před 7 měsíci +35

      I have a 4K monitor and a 4090 and the trade off between playing at a buttery smooth locked 120fps with dlss quality at 4K with reflex on and no lag and dlss performance with 3.0 lag and path tracing is a no brainer. Raster wins hands down for playing the game

    • @daithimac5785
      @daithimac5785 Před 6 měsíci +6

      Exactly!!!

    • @urulooke
      @urulooke Před 5 měsíci +12

      Being able to afford it is one thing, but willing to waste the money is another thing. For me it's also not worth it.

    • @glub1381
      @glub1381 Před 5 měsíci

      Path tracing is now very playable on a 3080 with the new fsr 3 mod + dlss balanced/performance. I'm getting 70-100 fps like that. I'd imagine it's playable on a 3070 like that too

    • @DeadPixel1105
      @DeadPixel1105 Před 3 měsíci +1

      "in most cases here I could (especially when you pointed it out)"
      Huh, seems kind of like you really can't notice the difference all that much, honestly.

  • @geminii.german
    @geminii.german Před 6 měsíci +42

    we dont need rt and pt, we need damn gameplay tf....

    • @MCHamii
      @MCHamii Před měsícem +8

      Yes, it’s a real shame that the quality of gameplay suffers. A bad game doesn’t change just because it looks good.

    • @vvhitevvizard_
      @vvhitevvizard_ Před 25 dny

      Absolutely!

    • @Deadly_Nightkid
      @Deadly_Nightkid Před 22 dny

      We can have both.

  • @GraveUypo
    @GraveUypo Před 7 měsíci +13

    i've always hated raytracing. it barely ever looks any better than raster for a heft cost increase. path tracing is another ball game entirely. it can and will look orders of magnitude better in certain scenarios, and is also orders of magnitude more demanding. but if you can run it, it is worth its cost. maybe.
    The thing is, these things are worth it not when they "look good", but when raster looks shit. that doesn't happen very often in games with strong art direction

    • @AncientGameplays
      @AncientGameplays  Před 7 měsíci +1

      Good points

    • @pasha715
      @pasha715 Před 7 měsíci +1

      true, cb 2077 looks very good at raster so i wouldnt miss it but i didnt try rt in that game

    • @krspy1337
      @krspy1337 Před 7 měsíci +1

      @@pasha715 it doesnt, they nerfed raster so much so RT "looks way better"

  • @aedan6728
    @aedan6728 Před 7 měsíci +118

    Yeah I have a 4080 and I'm still mostly playing rasterized. Just using medium RT lightning and RT reflections. The reflections are the most noticeable thing from RT imo. Even on high-end hardware the performance hit isn't really worth it and it even makes some scenes look wrong.

    • @AncientGameplays
      @AncientGameplays  Před 7 měsíci +13

      Damn son

    • @SagittariusAx
      @SagittariusAx Před 7 měsíci +12

      The problem is that until you can enable ray reconstruction in normal ray tracing... the overblurred blurred reflections of ray tracing like in puddle doesn't make them that realistic.

    • @aedan6728
      @aedan6728 Před 7 měsíci +25

      @@SagittariusAx ray reconstruction introduces a ton of artifacts and ghosting unfortunately so it creates more issues than it solves imo

    • @GrandoSilver
      @GrandoSilver Před 7 měsíci +20

      Same here, i prefer more 4KHDR 120+ fps with super low latency than RT.

    • @rafmc6053
      @rafmc6053 Před 7 měsíci

      I set it the same way 🫣

  • @thejackimonster9689
    @thejackimonster9689 Před 7 měsíci +30

    I think the most reason for ray tracing is reflections. You can get quite well results with cubemaps or screen-space reflections but in the end it's way more complicated to achieve similar results with that than with ray tracing. The other big thing is indirect lighting but I think there are other approaches which can be good enough to most users. So I would be totally fine if ray tracing was only used for reflections.

    • @AncientGameplays
      @AncientGameplays  Před 7 měsíci +7

      For me, its the shadows and occlusion

    • @TheUnrider
      @TheUnrider Před 5 měsíci +2

      Same, SSRs that break up are much more distracting than the other stuff imo

  • @MichaelJacob
    @MichaelJacob Před 7 měsíci +91

    I always prefer the rasterization ones, the shimmering and softer shadows of raytracing/path tracing makes the game looking less clear to me. I hate that this is the technology we are trying to push where the focus is on shadows and reflections. I have been more impressed however by Plague Tale Requiem this year, with the texture detail and quality and how beautiful the overall environment is, rather than focusing on shadows, lighting and reflections.

    • @pasha715
      @pasha715 Před 7 měsíci +4

      i only tested rt in returnal and in metro exodus, on 6700 xt, in metro its def worth using it, for most of games i didnt notice its worth, from my memory i think dl 2 also have nice implementation, cb 2077 is also not bad

    • @theriddick
      @theriddick Před 7 měsíci +10

      Yeah true, I think LUMEN from UE5 shows that a HYBRID approach is really the best and fairest solution instead of going gold turkey like CP77 is which unfortunately HEAVILY favors NVIDIA cards. I would have much rather seen CDPR produce a rasterization RT hybrid system similar to lumen or like the one used in Metro Exodus, fair for all vendor cards and overall improvement on basic rasterization.

    • @pasha715
      @pasha715 Před 7 měsíci +1

      i agree, couldnt say it better

    • @nathandam6415
      @nathandam6415 Před 7 měsíci +6

      This video doesn't do the raytracing justice though. Raster is very good at emulating single point lights or areas with simple, straightforward lighting. Which is like 90% of the scenes shown in the video. Rasterized light is often handcrafted by an actual artist, which is why the difference between rasterized and raytracing isn't that significant- you have an actual person going in and changing things that look weird or off. What rasterized lighting is absolutely terrible at is lighting dynamically lit scenes with multiple sources of light, or areas that are not baked correctly or baked at all. A lot of indoor or in areas with multiple light sources or with indirect lighting, you will see a significant difference, because NPC's are not lit dynamically because it's far too expensive hardware wise. That's why you get this weird floaty effect when looking at NPC's in Night City.
      Digital Foundry did a far better job explaining why overdrive raytracing is so good, because a lot of "raytraced games" are just 90% rasterized with raytracing only working for reflected objects/shadows, which is way cheaper than casting a ray for every pixel you have on screen. czcams.com/video/I-ORt8313Og/video.html

    • @GodKitty677
      @GodKitty677 Před 7 měsíci +2

      @@nathandam6415 Thats why they picked Cyberpunk 2077 for the spot the difference because most of the lighting was still raster. People like not an apple fan would run around the areas that had just raster lights. Basically going spot the difference like they had any clue. Basically spot the difference is a PR campaign and has no other purpose other than being a PR campaign. DLSS was only accepted after FSR released. RT is still being down played after all these years because AMD performance is below nVidia.
      In many RT games the direct lighting is raster and then the bounces are RT. The scene looks better but the change can be subtle or limited to reflections. Basically AMD titles it is really hard to spot the difference because RT is very lightly used. nVidia really push the limits. Its clear that spot the difference and see the performance hit. Basically really just serves AMD GPUs focus on raster performance.
      Cyberpunk 2077 has killed to will only use ray tracing if its path tracing arguement.

  • @Bilal.Hussain.Shaikh
    @Bilal.Hussain.Shaikh Před 7 měsíci +10

    Im one of those who prefer any settings, as long as the game is running flawless and no ghosting, plus im more of a game player then focusing on graphics much 😁😅

    • @toututu2993
      @toututu2993 Před měsícem +1

      VR is the real next thing. Yes there are haters in the internet but they haven't even tried it 😂

  • @drdaddy777
    @drdaddy777 Před 7 měsíci +29

    For some reason I like the raster better. I know path tracing is more realistic, but my brain likes raster appearance. I just like sharp shadows for some reason. Good video.

    • @Rem_NL
      @Rem_NL Před 7 měsíci +2

      Friend of mine has the same, I always compare it to Stockholm syndrome.

    • @chacharealsmooth941
      @chacharealsmooth941 Před 7 měsíci +14

      ​@@Rem_NLmore like personal preference.

    • @Rem_NL
      @Rem_NL Před 7 měsíci +1

      @@chacharealsmooth941 maybe it wasn't obvious in text but i do say it jokingly

    • @Pushing_Pixels
      @Pushing_Pixels Před 7 měsíci +3

      Realistic doesn't always mean better.

    • @platinumplayer930
      @platinumplayer930 Před 20 dny

      More realistic doesn't really mean it is better. We all know that because after a photoshoot, people need to retouch their works. Raw picture vs retouched one is huge difference.

  • @necrotic256
    @necrotic256 Před 7 měsíci +25

    Ahh, yes. Technology that turn dry old asphalt into a reflective surface
    I'd honestly stick with raster from examples you shown, "normal" RT looks like a joke, atleast PT looks sonewhat interesting, but when i tried it, i saw transparent glass cup turn into white texture in a scene where you meet Evelyn for the first time and visual noise on some textures on the streets

    • @pasha715
      @pasha715 Před 7 měsíci

      rt looks good for screen shots but at least in my opinion, i would get too into game to notice shadows, or if cop / enemy npc is chasing me, for example i played days gone on mine pc on low and on brother's 6700 xt on max, i did notice huge diff in visual but after short time i didnt cared much

    • @Rem_NL
      @Rem_NL Před 7 měsíci +2

      The reflective asphalt is a design choice. The dev's chose to do this. Most games use PBR textures these days. With roughness/effectiveness attributes baked into the textures. Might also be an oversight though. I do like it and its pretty accurate to what I would expect to see with the (always full) moon in this game.

    • @RobBCactive
      @RobBCactive Před 7 měsíci +2

      Lolol, ray tracing is a mirage.
      It has though created irrational FOMO and raised the barrier to competitive entry into the graphics market.

  • @georgeindestructible
    @georgeindestructible Před 7 měsíci +5

    I think that the reason that some, actually or a lot, of people noticing the Path/Ray-traced stuff is NOT because they are NOT looking for it, but rather (and partly) because the human brain is literally trained from birth, it's used to see things in a Path/Ray-traced manner from the real world, which automatically means that, the closer we get to realistic global illumination, shadows, and reflections, the less people will notice them for that reason alone + how far rasterized games have come in that regard, they are very close to their Path/Ray traced stuff which is also the reason why a lot of people don't actually notice.
    Another extra reasons (as if we didn't have enough xD) is the way rasterized light is being placed in games by 3D artists with artificial light sources, some times they are tweaked so well, that the only reason you notice something is off is when a flaw of rasterization which hasn't addressed with some other tech (like ambient occlusion techniques, or whatever other indirect light technique either alone or as a combination) is clearly visible, like "light bleed" in a lot of rasterized titles for example.
    I got an RX 7600 and move to it from a Vega 64 JUST to see how much difference there is compared with a rasterized image in movement and i the latest Path/Ray-traced Metro Exodus the latest version at 1080p maxed out.
    I wanted to do this because still pictures are not good enough and make the difference extremely obvious and YT compression doesn't really do enough justice on videos because of its compression so that wouldn't satisfy my curiosity enough.
    What i found is something that, while notable, at times it seems like it's just that the light source is in a different place this time (with RT on i mean) rather than an actual advantage, like, no need for ambient occlusion since the shadows are now Rt'ed same for reflections and generally global illumination.
    As far as i am concerned the most important details i need from RT are GI and Shadows because these are what define mostly how light "grounds" objects to be perceived as they would look irl, not reflections + reflections can be very easily calculated in rasterized way in order to be closer to real ones meaning they are easy to emulate their RT version without not a significant impact on performance compared to RT'ed ones, so i'd rather see a hybrid implementation for them instead, and yes i know that SSRelfection are nearly impossible to be made to work fully properly.
    On a last note, generally, i can't justify the computational cost vs what you get back in return in most cases.
    Edit: A significant thing think i forgot to mentioned about the first effect i said about people.
    The Path/Ray traced stuff we see in games, increases the effect i mentioned, despite the fact that it's still just a closer to irl approximation, we all know it's still denoised and that, compared to reality, there light irl doesn't have ray bounce limitations, expect when physical properties of a hit by a ray object, is change because of that material's refraction, reflection and refraction degree which also happens to affect indirect light as well of course. What i am saying basically is that, even Path/Ray traced in games are still not 1:1 with reality, just a lot closer simply because of technological limits, but are they good enough?
    Yes, yes they are, mostly.

  • @tristanstebbens1358
    @tristanstebbens1358 Před 7 měsíci +25

    One thing of note is rasterisation, due to devs having to often manually position light probes within a given scene, can often be inaccurate. Not in terms of shadow realism, but in terms of cases like light literally seeping through walls or as such due to probe misalignment. As ray/path tracing is formulated from real time calculations, it doesnt have this issue.

  • @yoshinatsu
    @yoshinatsu Před 7 měsíci +31

    You know what I got from this video? Realism is technologically cool and all, but when you're playing a game, it might not necessarily be what you need, because deeper shadows make things more difficult to see, lights blending into each other are distracting, etc. In almost all scenarios, I genuinely preferred the rasterized visuals.

    • @mannydcbianco
      @mannydcbianco Před 7 měsíci +8

      This. Sparingly used RT/PT can be really cool, but in games like Cyberpunk I find it to be wayyyy over the top and distracting and it makes me a worse player because I can't always see stuff as clearly as in rasterization. Add to that the loss in framerate and.. yeah. It's just not for me. Not yet, at least. Maybe in five years it'll be a better experience, when graphics cards are better at handling it and game developers have figured out how to apply RT/PT without going overboard and making it a distraction.

    • @basketballlife5280
      @basketballlife5280 Před 7 měsíci +2

      @@mannydcbiancothis why i only like RT shadows if they gonna use RT

    • @metalface_villain
      @metalface_villain Před 3 měsíci +1

      plus you get more fps, no lag and are able to play on native if you on 1440p .

  • @PinkFloydFreak55
    @PinkFloydFreak55 Před 6 měsíci +10

    With the actual path tracing - yes the difference is amazing to me and I love using it. Have to use a little DLSS on my 3080ti but the light is just so much more realistic.

  • @vyathaen
    @vyathaen Před 7 měsíci +40

    Games are all about balance between performance and visual quality. There is no doubt Path tracing looks great, however I think the biggest benefit of the tech is actually not for live gameplay ,but for game development . You touched on the subject when you said how CS2 was developed using ray tracing and then baked in the result. This is the best use case for both RT and Path tracing in my opinion.
    As for use in live gameplay, the performance hit is simply not worth it ,even on Nvidia side, I would much rather play at 4k 120fps than anything less and path tracing. It will only be worth enabling once enabling path tracing has a less than 20% performance cost from native. Further improvements in GPUs and the software will be required for that to happen but we are still many years away.

    • @pasha715
      @pasha715 Před 7 měsíci +3

      i agree, thing is rt is looking better as time goes by but also its more demanding as raster perf is, like u said it will def take many years and i would also take higher fps no rt if i have 144hz or better refresh rate

    • @theriddick
      @theriddick Před 7 měsíci +4

      You must also factor in using DLSS/FSR and frame gen technologies adding up to 100ms of latency to user input in some scenarios which imo is going to hurt! 50ms is not bad and fine for most games but 100ms as we've seen in recent tests with the AMD FSR FG games (they also tested with DLSS FG)

    • @Rem_NL
      @Rem_NL Před 7 měsíci +3

      Lots of games with static light sources (including the sun) used baked lighting. Original doom did this too for instance. This is not possible to do for dynamic objects or when you have dynamic lights like the sun moving over head. These baked light maps are created using ray-tracing to my best knowledge. In cyberpunk there are still "fake" lighting techniques used when using path tracing. They still have some cubemap reflections and also screen space reflections on some objects (most noticeable for me are the giant holographic fish in the middle of city center)

    • @donloder1
      @donloder1 Před 7 měsíci

      I agree, but definitely not with you on fps. I will say it's highly subjective, whatever advantage it has depends on the individual's perception, affordability, compromise, and obviously display device.

    • @Davinmk
      @Davinmk Před 7 měsíci

      @@theriddickfsr has a lot bc they haven’t implemented anti lag + into it

  • @oelapaloma
    @oelapaloma Před 6 měsíci +3

    I just wanna have raytraced reflections alongside rasterized lighting / ambient occlusion etc. for the rest of the scene. Imo the reflections are the biggest visual improvement, path tracing is of course the best but so perfrmance costly.

  • @TheXboxSux
    @TheXboxSux Před 6 měsíci +17

    TLDR
    Path tracing is mostly noticeable when it comes to shadows and low light envirnments
    Ray tracing is only noticeable if you stare at how much glow is being generated from a light source or how clear the reflections are.
    Global illumination and Screen Space reflections are perfectly acceptable and can even be enhanced with reshade to give near ray traced results at a fraction of the cost.
    Lesson: If you want to optimize your game, design it with path tracing enabled and model your global illumination and screen space reflections to mimic its effects so the players don't need to turn path tracing or even RT on. Well done CDPR.

    • @project_pothi
      @project_pothi Před 6 měsíci +3

      raster GI and SSR never looks anywhere near even low quality RT.

  • @m-zurowski
    @m-zurowski Před 7 měsíci +13

    Totally agree with your summary - it's either rasterisation, or path tracing. I'm still hoping that Deep Rock Galactic will get Path Tracing (best title for this technology ever)

  • @ugorizzoli5830
    @ugorizzoli5830 Před 7 měsíci +6

    Ray tracing lightning vs rasterisation is often a matter of preference as far as what looks better. RT is definitely more accurate but how much that matters is debatable. RT reflections are much more obvious and in cyberpunk I’d say they are 100% worth the performance cost as long as the frame rate remains reasonably high.
    Path tracing is obviously in a league of its own, but there’s a reason why it’s a technology preview. I’m ok with it being a thing though, I actually wish more developers put in experimental features aimed at future/top tier hardware as long as the the base feature set is optimised well.

  • @Meldium
    @Meldium Před 7 měsíci +8

    I have been saying this for years.
    I care less for the tracing gimmick.
    The reason why I chose the rx 7900XTX. I'm just the gamer. Not a content creator nor a streamer. The R9 7950x and RX 7900XTX runs everything I throw at it perfectly fine in 1440p Ultra Wide at 144hz.
    Some people need it. I'd rather run ultra/max, native and happy.

  • @mikepawlikguitar
    @mikepawlikguitar Před 4 měsíci

    Hey man! The language you use is very concise, and easy to understand. Thank you for the content you produce. It's super helpful. Love the channel, and will subscribe now!

  • @jizamkizam9611
    @jizamkizam9611 Před 6 měsíci +10

    I'll def start paying more attention to path tracing once they can fix the blur and ghosting. Because it does make some of the scenes look really nice, but in motion and on characters faces it can look very strange

  • @probably_afk
    @probably_afk Před 7 měsíci +13

    I won't deny that it looks different... yes.. "different" but is the difference "better"? What metric should we use to measure the "goodness" of graphics? I've spent a lot of time trying to find the answer for myself. Eventually I concluded that I DO think that in SOME scenes (mostly static, under direct comparison), the RT is significantly more appealing - to me. But it kind of all disappears once I start moving, panning the camera, or driving. My eyes see the whole screen but my mind is primarily focused on the 30% in the center. Ultimately I realized that if I'm having trouble deciding if I even think RT is better or not then it simply can't be worth the performance loss. I don't feel I've missed out on anything really playing without RT. Give it another decade so we all have 200 RA Cores in our cards and everyone wins eventually.

  • @Goulou_
    @Goulou_ Před 7 měsíci +4

    very interested in the mod you talked about towards the end of the video, would like it if you made a video on it that'd be really interesting if more games/mods used RT to make them into raster

  • @Harzexe
    @Harzexe Před 6 měsíci +5

    Difference between ray tracing and path tracing is more noticable in some other locations. For example the gym spot (next to the boxing ring) near V's 1st appartment. There is a complete switch of shadows, color and light. Path tracing makes the biggest difference in areas where there are different types and colours of light mixing together.

  • @VeloRakic
    @VeloRakic Před 7 měsíci +6

    I've been gaming for 20 years now, had a 144HZ monitor for 5 years now and the difference from switching from a 60HZ to 144HZ is quite substantial, however I cannot perceive any difference above 90 FPS, at 60 FPS it looks like motion blur is on. As for Ray Tracing, the only thing that I like about it are the reflections, I don't really care about the shadows as I hardly notice them anyway. The performance hit is definitely not worth it currently, but yeah another good vid, Fabs👍

    • @AncientGameplays
      @AncientGameplays  Před 7 měsíci

      Thanks, i care about shadows more than reflections haha

    • @DovahVokuna
      @DovahVokuna Před měsícem

      I notice a difference right away. My mouse sensitivity is pretty high. So turning around even on 60 fps feels terrible. so 1440p and 120plus fps is the way to go for me.

  • @OrdinaryBastard
    @OrdinaryBastard Před 6 měsíci +3

    Huge difference I saw with Path Tracing in CP2077 is in over the ground pedestrian overpass during the night time, now this thing is the real deal, the regular RT and Raster pretty much on par, while PT delivers completely new level of visual... it's a shame I cannot attach screenshots I was making to compare same place with different settings, I chose really complicated locations to showoff the tech.

  • @TheIndulgers
    @TheIndulgers Před 7 měsíci +40

    Personally - this video confirms what I always thought. RT/PT doesn’t look noticeably better, often just “different”. Sure, once in a while it definitely can look better, but overall it’s marginal.
    And it is absolutely not worth the insane performance hit.

    • @vladimirdosen6677
      @vladimirdosen6677 Před 7 měsíci +1

      Everything was a performance hit at some stage of development. Should they not develop it? The whole idea is for the devs to create something they can use in-game engines and make their entire job easier, and maybe sometimes better. RT and upscaling are supposed to be integrated into unreal engine 5 at some point if they already aren't.

    • @vapecat1982
      @vapecat1982 Před 7 měsíci +7

      PT looks significantly better than RT tho like it's day and night in CP2077 at least

    • @sermerlin1
      @sermerlin1 Před 7 měsíci +2

      What are you talking about? Different IS better because without PT lighting is artefacting and glitching. That is why you perceive it as "differently". You don't see light bounce. You don't see shadows cast correctly. You don't see reflections reflecting correct colors as well as completely glitching bugging out due to lack of information to process what you don't see.
      That " different" is the thing that makes it better. Not just better but night and day better. It just stops looking odd and wrong but proper and believable.
      I'm literally playing with my RTX 3090 at 1440p dlss balanced with path tracing + ray reconstruction because raster looks garbo even at 4k DLSS Q. It just all glows due to raster based global illumination and everythig just glitches and artefacts because of SSR and SSAO and things just glow in the dark as well as the whole world lacks shadows due to raster engine limitation on how many shadows can be per scene.

    • @BornJordan
      @BornJordan Před 7 měsíci +1

      Path Tracing makes a HUGE difference in CP2077. I just did a whole playthrough and the world hits different. Performance cost is insane though, this I agree

    • @toututu2993
      @toututu2993 Před měsícem

      Real time ray/path tracing would be really useful for designer though. It is absolutely useless in gaming

  • @fourty9933
    @fourty9933 Před 6 měsíci +2

    the intro was so funny i rewinded once or twice ngl 😂

  • @demrasnawla
    @demrasnawla Před 7 měsíci +19

    tbh what this does is convince me that it's only a minimal visual gain and mostly gives aesthetic differences which could be achieved by just tweaking the artistic approach of the rasterised lighting. In fact, that could be a good approach, using Path Tracing as a dev tool which shows you how the lighting should look, to help you tweak the rasterised lighting to look as good as possible, e.g. by softening shadows, darkening them, etc.

    • @RobBCactive
      @RobBCactive Před 7 měsíci

      But devs could render example art scenes using other tools in non-realtime to see how pre-baked lighting should look.
      By adding a de-noiser reliant realtime RT method it's added development costs because the game is supposed to look good in all supported modes.
      Marketing check boxes for modes few players use incurs costs, there's no free lunch.

  • @AleksiJoensuu
    @AleksiJoensuu Před 4 měsíci +7

    I can definately see the difference in the comparisons - but I'm not sure I actually LIKE RT and PT better than the rasterized images. Runaway thoughts:
    - Most of the time, it looks like the shadows are just darker and smoother - but on the whole, the areas *with* lights are unaffected, and that's where my eyes are most drawn to anyway.
    - In the jail scene, PT may look more "realistic", but also you can't even see the guy's face anymore. Is that much of an improvement?
    - In the garage scene, RT makes the edges of the car's shadow shimmer in a really weird way. The only way you'd see that with a real light is maybe if the light source was a fire? :D
    - In the garage scene, PT washes out the shadow of the car and it looks perhaps even less realistic than before. I do like the lighting up near the skylight (roof window) though.
    - In the garage scene, both RT and PT work in making the tool trolley look more grounded instead of floating on the ground, however for PT the opposite is true for the car. It now looks less grounded. Losing the detail on the floor seems super odd. Why would more realistic light remove the paint and/or material differences on the ground?
    - In all the scenes, the colour temperature looks better with PT though.
    - I do like how the headlights work in RT and PT. Enough to care? I don't think so.
    - The performance hit seems absolutely massive, considering I can't even say if I like RT/PT better than rasterisation or not.
    Bubbling under: If darker darks were what you were looking for, would a simple Reshade job get you closer?
    Bubbling under 2: I wonder, given all the above, even if I had an RTX card in CP2077, would I just keep RT/PT off, put a framerate cap on, and enjoy lower power consumption and temps :D

  • @fractalelf7760
    @fractalelf7760 Před 2 měsíci +1

    Great video! Very well presented.

  • @upgrade1373
    @upgrade1373 Před 7 měsíci +1

    Thanks for all your hard work looking at these tiny differences in the shiny pixels!

  • @chiquitolky
    @chiquitolky Před 7 měsíci +5

    Is it noticeable? of course it is, is it worth the performance hit (most hardware will get) for what you get visually? IMO no; at least in Cyberpunk 2077 a gorgeous game.

  • @masudparvejsani
    @masudparvejsani Před 7 měsíci +13

    I immediately noticed a big difference when I got a 165Hz monitor. I can easily notice the difference between 500Hz and 1000Hz polling rates. I'm very sensitive to input lag. Fortunately, I don't really notice much of a difference between different graphics settings unless the changes in graphics are substantial and/or they are presented side by side for comparison.

  • @blurry9744
    @blurry9744 Před 2 měsíci

    Love this video, absolutely ray tracing/path tracing is something I wanna try to use if the performance allows it, and with a 4080 super on 1440p, it surely does in most titles, with DLSS Q active, if needed

  • @countvonaltibar236
    @countvonaltibar236 Před 7 měsíci +1

    Nice comparison video, very informative

  • @alondite215
    @alondite215 Před 6 měsíci +9

    The rasterized lighting is very well done in this game, but RT is still noticeably better, particularly with regards to things like bounce-light and realistic ambient occlusion. And PT is on another level altogether, taking all of RT's advantages and dialing them up even more.

  • @lordium1848
    @lordium1848 Před 6 měsíci +3

    Ray Tracing does make a way better job at handling water and glossy reflections, though. There's a certain place in Downtown, where you can clearly see the reflection of a sign in a nearby puddle with RT, but it's non-existent without it.

    • @AncientGameplays
      @AncientGameplays  Před 6 měsíci +1

      Not really, rt sucks there because of the denoiser as well. RR does great though

    • @AncientGameplays
      @AncientGameplays  Před 6 měsíci +3

      Oh my bad thought you were talking about alan wake haha. In this case you're right

  • @althaz
    @althaz Před 4 měsíci +2

    The reason I like ray tracing and especially path tracing is because they trick my brain into thinking I'm *not* looking at a video game from time to time. This is especially true with outdoor scenes.
    For indoor scenes with only artificial lighting I find the differences usually much more subtle. I think that's one of the reasons I'm not as impressed with Cyberpunk as many others are (I'm still impressed though).

  • @buzzfroggis2550
    @buzzfroggis2550 Před 7 měsíci

    Fabio, how do you think or know - would the Zen 5 Ryzen 8000 on AM5 socket? No info about it at all.

  • @ninhvuhungkhang
    @ninhvuhungkhang Před 7 měsíci +3

    Personally, I play video games to enjoy the story that game is trying to tell. Or rather, focusing on the target that i'm about to interact with (competitively). Rarely I just stop and just look at the view, but just to enjoy the view rather looking for something that is right or wrong. After all, It's video games not an actual documentary movie.
    So in all, RT or PT are just not must features to me. Especially I have to sacrifice FPS or good story just to enjoy the games that studios just trying to show off their tech.

  • @niks660097
    @niks660097 Před 7 měsíci +4

    I love the pixel perfect shadow gradients with path tracing, instead of perfectly black or grey shadows of raster...

  • @JanoschNr1
    @JanoschNr1 Před 2 měsíci

    Excellent showcase and good points! 👍

  • @lostmic
    @lostmic Před měsícem

    I have a question though, I don't think I have ever seen a game with path tacing options, how do I use path tracking in game or are we talking about tools like Maya, After Effects, Blender? Would love to hear back from you thanks. (=

  • @west5385
    @west5385 Před 6 měsíci +3

    What mods are u talking about that makes SSR better in cyberpunk without ray tracing? Please tell me! I have an RX 6600 but even just ray traced reflections has too much performance hit for me. I couldnt find anything on nexusmods

    • @AncientGameplays
      @AncientGameplays  Před 6 měsíci

      Currently working on that video. Hd mod and the orher one I can remember. Not home now

  • @v1.61
    @v1.61 Před 5 měsíci +12

    I just upgraded from 2060 super to 4070 ti, gotta say, playing CP without RT and DLSS on native ultra is just amazing, no needs for RT OR PT.

    • @TheMrSatyricon
      @TheMrSatyricon Před 4 měsíci +3

      Are you joking? This game MUST be played with RT, why dafuq did you bought that card LOL?

    • @v1.61
      @v1.61 Před 4 měsíci +5

      @@TheMrSatyricon of course i play it with RT lol, im just saying you dont really need it because it looks amazing even without it.
      playing on ultra on 165fps is amazing, RT just brings it to around 100fps, not that smooth.

    • @mystery_1101
      @mystery_1101 Před 2 měsíci +2

      wtf? ​@@v1.61

    • @iedutul1
      @iedutul1 Před 2 měsíci +2

      @@v1.61bro comning from a PS5 player who plans on building the nastiest PC instead of getting a PS6 next gen, damn.
      Can’t wait to notice the difference between 100fps and 160fps🤣🤣🤣🤣🤣

    • @zk0rned
      @zk0rned Před měsícem +1

      @@v1.61 why do you need 165 fps in a single player game tho lol 60 is more than fine for a single player game

  • @joja2174
    @joja2174 Před 7 měsíci +2

    bro read the 101 guide on how to make an intro and i love it 🤣🤣🤣🤣🤣🤣🤣

  • @fleapea81
    @fleapea81 Před měsícem +1

    Good vid.
    Reminds me why I don't need ray gimmick.
    A setting that said drop 40fps would at least be more honest.

  • @winterhell2002
    @winterhell2002 Před 7 měsíci +19

    If you are going to make a case for raster vs raytracing vs path tracing you might as well be making a case for high vs very high vs ultra settings. In some games there really is no visual difference.

    • @AncientGameplays
      @AncientGameplays  Před 7 měsíci +12

      True indeed! Ultra settings have been delivering almost no visual gains for a big perf drop for ages...High settings are the way to go in most titles

    • @j_zhengli
      @j_zhengli Před 6 měsíci

      I think HardwareUnbox made one detailed comparison a while back

    • @toututu2993
      @toututu2993 Před měsícem

      Ray/path tracing doesn't guarantee better looking compared to higher res and higher polygons. So is basically a useless feature if you play games to play them

  • @lord_nem3sis
    @lord_nem3sis Před 7 měsíci +7

    Honestly... raytracing is mostly a gimmick to me.
    It cuts your frame rate in half and slightly improve the graphics.
    I prefere to use Reshade for a visual improvment and it costs like 2-10% of your frames (depends on your resolution and and amount of shaders.

    • @zk0rned
      @zk0rned Před měsícem

      ReShade looks like complete ass tho especially in comparison to raytracing and pathtraycing lol having a hundred bloom filters doesn't make the game look better

  • @Anna_Rae
    @Anna_Rae Před měsícem

    One important thing to think about with RT is that its much easier for the developer.
    With rasterization if you want your game to look pretty you need make a lot of cubemaps for reflections, place fake lights to simulate light bounce, etc. With raytracing it does all the work for you. RT will especially help smaller developers (indie and AA) put out beautiful games with a fraction of the time/effort.

  • @RandomlyDrumming
    @RandomlyDrumming Před 6 měsíci

    My 2c:
    One can argue that if you have to resort to pointing out differences using side-by-side comparisons and whatnot for most people to be able to tell the difference, than yes - it's not worth it. :) Back in the early days of 3D acceleration in the 90's, when you would install your 3dfx Voodoo and run GL Quake or Unreal in Glide, it was night and day, both image quality and performance-wise. There was absolutely no reason to stop, make screenshots and circle out the minor differences. It was obvious all around.
    As for me, I do have 7900 XTX, but when I run Cyberpunk, for example, I only turn on RT reflections and shadows as those are the most obvious. The RT lighting is so subtle 95% of the time that it's not worth losing half of frame rate over that (let alone path tracing).

  • @zedus4042
    @zedus4042 Před 3 měsíci +5

    May hurt to say but most people really don't have very good connection from eyes to brain to say that RT doesn't make a huge difference, in a way they are half blind. I remember when I played Metro Exodus Enhanced Edition which is completely based on RT lighting primarily in a form of RT Global Illumination, through the whole game I was absolutely stunned at how incredible the lighting was thanks to RTGI, the amazement at incredible lighting wasn't for just an hour but through the whole game. Such heavy implementations of RT like RTGI in Metro Exodus or Path Tracing in Cyberpunk and Alan Wake II is absolutely stunning and worth every single dollar you have to spend to run those games.

    • @MA-jz4yc
      @MA-jz4yc Před 2 měsíci +3

      I think most people can tell the difference but just don't care because the rasterisation has gotten so good and its diminshing returns for a huge performance loss.

  • @wrenker
    @wrenker Před 7 měsíci +3

    But, but, what about the AMD preview drivers they have AFMF for Cyberpunk 2077. 😁
    Seriously, I have tried RT in every game I have purchased that supports it. But it never seemed worth the frame rate loss. Also I am a little weary of CP2077 PT since the Crysis tessellation incident. Maybe once a title releases with it that isn't a thinly veiled tech demo for Nvidia or AMD(FC6, I'm talking about you). Until then I'll skeptically turn on rasterization alternatives. Just so you know that I am not just being anti-RT. If I can turn on RT and the lost in performance does not make my gaming experience unenjoyable, I am prone to leaving it on. But that also goes for any tech

  • @CptAeRoTR
    @CptAeRoTR Před 7 měsíci +1

    I laugh at the ray tracing scenes when there is water, everything is super reflected like mirror. I am 45, I haven't yet seen such a reflective water in my life, this alternate universe is more funny with massive performance hit.

  • @MosesTemu
    @MosesTemu Před 7 měsíci +1

    As other have said, the difference is there but it's not always about it lookin better as much as it just looking different. The atmosphere of "feel" of a scene sometimes suffers with the more accurate lighting. A scene that was dark and moody might loose that vibe with more accurate brighter lighting in some cases. So it's a mixed bag. Still more so cool for screenshots than worth the performance hit when actually playing unless one has a really high end system.

  • @john_doe_33
    @john_doe_33 Před 7 měsíci +4

    I play Cyberpunk always with Path tracing+Ray reconstruction. My Average is 100 fps. The worst fps I get is 80+ , even in Dogtown during heavy fights with lots of enemies. The visual enhancement is huge vs the "simple" RT psycho. It's definitely worth it Path Tracing.😊
    Asus Tuf 4070ti / Asus Tuf 1440p 32" 170 hz VRR monitor.

    • @dhaumya23gango75
      @dhaumya23gango75 Před 7 měsíci +1

      Don't forget to mention you are using dlss + fake frames to get "100fps"

    • @john_doe_33
      @john_doe_33 Před 7 měsíci

      Of course I use them, everyone should know that they are mandatory for path tracing. If you don't like it, don't use it, it's that simple😊

    • @capablanc
      @capablanc Před 5 měsíci

      ​@dhaumya23gango75 Spoken like someone that's never used 'fake frames.'
      Frame gen is a game changer.

  • @AntonioLexanTeh
    @AntonioLexanTeh Před 7 měsíci +3

    that intro ahahhaha

  • @marcy.a
    @marcy.a Před měsícem

    I can really see the difference, I’m just not sure if I’m going to upgrade in order to have it. The frame drop seems a bit much but probably in the future there will be better technology that will stop this problem. Great video, this has given me much to think about :)

  • @Simon_Hawkshaw
    @Simon_Hawkshaw Před 7 měsíci +1

    Much appreciated explanation of these technologies. Thank you very much.

  • @whitemoses7913
    @whitemoses7913 Před 7 měsíci +43

    5 years in and I still don't care about ray tracing - thanks.

    • @AncientGameplays
      @AncientGameplays  Před 7 měsíci +8

      Well, you do you my friend

    • @tadsnyder2756
      @tadsnyder2756 Před 7 měsíci +14

      I think that’s most people lol it’s more they just want to be able to toggle the button

    • @EdSmed20
      @EdSmed20 Před 3 měsíci +1

      broke comment

    • @testtube173
      @testtube173 Před 3 měsíci +7

      For the low low price of 3000+ dollars you too can enjoy barely distinguishable light and shadow tech at a massive double digit frame rate!
      People bought into this gimmick and funded a technology that was largely unavailable to a overwhelming majority of gamers in real world use cases. But hey here are some static image shots showing in 1 video game what everyone is missing out on.

    • @Menthix
      @Menthix Před 3 měsíci

      True.@@testtube173

  • @Ay-xq7mj
    @Ay-xq7mj Před 7 měsíci +7

    It depends on game. Most games dont use proper global illumination or other non ray tracing shaders enough. Like you can get interiors to be dark without a weird eye adapt or color correction stuff. You see it in Skyrim SE enb, Cryisis games, Rust.... Cyberpunk 2077 is missing proper shadow lights often which makes lighting look bad. Interiors also dont darken correctly like in some other games unless you enable path tracing. Its not fair to compare it in same game because devs just didnt do normal rendering as well as they could. Ray/Path tracing is mostly a excuse for developers to be lazy just like frame gen and upscaling. All this tech barely benefits the gamer. Only time ray tracing impressed me was Marvels Spiderman ray traced reflections on buildings. While Cyberpunk Pathtracing looks good its semi non functional due to bad implementation and lag. The normal graphics could be made better than current path tracing in cyberpunk with way better performance. People saying DLAA, DLSS and FSR look better then native are idiots/shills or trolls I enabled it in CP2077 and literally see lights flickering and shimmering on quality DLSS and DLAA. Then DLSS often looks like a oil painting its a complete farce. Im not a AMD shill either I have only had Nvidia cards since like a 1g amd gpu in a prebuilt.

    • @AncientGameplays
      @AncientGameplays  Před 7 měsíci +1

      Yes, I will ahow the GI lighting mod later

    • @krspy1337
      @krspy1337 Před 7 měsíci

      yeah facts, they nerfed raster so RT "looks way better"

    • @Ay-xq7mj
      @Ay-xq7mj Před 7 měsíci +1

      @@krspy1337Nerfed isnt exactly right word since some games are designed for specifically RT and others arent. In case of Cyberpunk 2077 its incompetence since RT and such came after release from what i remember. Even so there RT is half baked and broken a lot of the time its more so that instead of improving lighting they added ray tracing and path tracing. We do definitely get worse visuals and performance in games though due to FSR, DLSS and Intels upscaler. Also RT doesnt equal bad performance for Control tis constant good frames no upscaler. Its more so a problem with new releases.

    • @krspy1337
      @krspy1337 Před 7 měsíci

      @@Ay-xq7mj well for example tlou part 1 and 2 look really good but it doesn't have day/night cycle but that would be doable anyway

  • @JamieR
    @JamieR Před 5 měsíci +1

    In the garage the shadow of the car was not great during RT. Even raster performed better there, but the way PT handles shadows is beautiful. So natural and makes the scene really tie in together. To me it's very noticable difference. It brings the scenes to life and I'd much prefer PT over raster if the hardware was strong enough. That said, currently it doesn't seem possible to use with anything besides the highest end cards, and even then it's not optimal. Give it a few generations and it should begin to trickle down to become a more natively implemented feature.

  • @georgeindestructible
    @georgeindestructible Před 7 měsíci +2

    What i meant in my other comment is that, since RT and PT handle the total amount of tracing rays and their path and how they these interactions actually interact with themselves in more ways and as a result in more complex one, it's the reasons we see different results, let alone the different noising techniques applies to make them work properly since nothing is fully 100% RT/PT simply because, in such big scenes, we lack the hardware to be able to do that in real time.

  • @michelegementi
    @michelegementi Před 7 měsíci +7

    I think that the visual, lightning and effects are essential for game immersion and Path tracing does an incredible job at it, even if at a huge performance hit. Overall I am not sure that Path tracing is actually superior ( whatever this means ), it just feels different: sometimes folks don't realize that more realistic doesn't equal better. Developers may trade realism for playability and for good reasons: for example you may introduce too much darkness in a scene or the opposite. I think that rasterization is perfectly balanced because it is appropriately fine tuned to provide a beautiful and playable scene. Also Path Tracing removes a lot of hassle that the developers need to deal with, making things much easier for them, which I think makes for their interest into pushing this technology.

  • @justanotherlikeyou
    @justanotherlikeyou Před 7 měsíci +8

    You should do a comparison video of the different rendering modes with the Nexus Mod path-tracing mod that allows for increased rays/bounces. I've gone all the way up to 16/16 with my 4090 and got 1-2 fps, but it did look really good, lol!

    • @SagittariusAx
      @SagittariusAx Před 7 měsíci

      lol I wonder what FG look like with such low FPS

    • @justanotherlikeyou
      @justanotherlikeyou Před 7 měsíci

      @@SagittariusAx That was with everything on the lowest settings, RR on, DLSS ultra-performance with Frame Gen at 3440x1440. Brought the 4090 to its absolute knees, lol!

    • @SagittariusAx
      @SagittariusAx Před 7 měsíci

      @@justanotherlikeyou that's crazy 😄 how about the power consumption? Was it super high like when everything maxed out PT without dlss which is usually around 420W ? Or was it lower like sub 400 / sub 350?

    • @markjacobs1086
      @markjacobs1086 Před 7 měsíci

      Yikes, at that point Metro Exodus' approach is the better tradeoff by bouncing the light over a number of frames instead of trying to do so every frame. 😬

    • @justanotherlikeyou
      @justanotherlikeyou Před 7 měsíci

      @@SagittariusAx My 4090 never goes beyond 450 watts. I can't remember what it was at when running 16/16, but I think I remember being surprised that it wasn't hitting that limit.

  • @pauljanssen5331
    @pauljanssen5331 Před 4 měsíci

    It's funny how correct your guess was that if someone needs to be pointed out where to look, then it's not worth it, and at the same time, how unconvincing, to put it mildly, an attempt to prove the opposite was.
    Also with regards to the 60-120Hz scenario, from my personal experience there's no issues with the brain adapting when switching RT off/on in most games, unlike the effect the doubled display frequency is making.

  • @GerPredicador
    @GerPredicador Před 9 dny +1

    Excellent comparative Fabio!!! I also ask... when you turn on PT... still using DLAA or DLSS??... I'm using a mod in my 6800 (I recommend you use FSR3.0 in your 7900xtx) that can make me activate the DLAA, and the visual difference is pretty awesome... Is a bit HW demanding but, i think it's worth it... I'm thinking on turning off the RT and use the native 4k resolution hehehe.. regards!!

    • @AncientGameplays
      @AncientGameplays  Před 9 dny +1

      I mean, the mod allows you to use Native FSR only, not DLAA per se haha

    • @GerPredicador
      @GerPredicador Před 9 dny

      @@AncientGameplays nono. I'm using DLAA because the FSR3.0 let me use DLSS (as FSR3.0) So I can Activate DLAA and the graphics are stunning. I must use also an anti ghosting mod for a small glitch with DLSS and DLAA using FG 😎

    • @GerPredicador
      @GerPredicador Před 9 dny

      @@AncientGameplays czcams.com/users/livelbYO3udNGi4?si=_BI64Jw7q5lqPvhH
      Is just a test (is not public) The difference is noticeable. I recommend use the operaGX effect for better visual. I didn't configure OBS properly 😅

    • @GerPredicador
      @GerPredicador Před 9 dny

      @@AncientGameplays czcams.com/users/liveSQz1HcWApIA?si=W9Z7tjXH1y22-cSX final result (and I'm not using DLAA because my 6800 saids enough 😅. Is DLSS quality with FG. I can finally configure OBS too 😎🧉

  • @xfr0st585
    @xfr0st585 Před 7 měsíci +9

    Compare some reshade presets to raster, ray, path. I feel like you can really enhance a scene with basic reshade presets vs using ray tracing or path tracing even.

  • @SekiberiusWelkesh
    @SekiberiusWelkesh Před 5 měsíci +5

    Pathtracing just seems to add a lot of visual depth to a scene. Switching from Raytracing to Pathtracing really makes the scene pop.

  • @willh69
    @willh69 Před měsícem

    One thing i think about RT is it's one of those technologies noone has really mastered
    The moment some team masters what it means to optimize for ray tracing the whole industry will move in that direction
    So far everyone is still designing games as if RT is a background feature rather than the house they'll build their future on

  • @donloder1
    @donloder1 Před 7 měsíci +1

    definitely, I'm used to it since all the way bacc to mental ray days.

  • @marcola47
    @marcola47 Před 6 měsíci +4

    The thing about rasterization vs ray/path tracing is that you can't really see a clear difference without side-by-side comparison, but you can definitely feel the difference while playing.

    • @AncientGameplays
      @AncientGameplays  Před 6 měsíci

      You can, you clearly can

    • @mycelia_ow
      @mycelia_ow Před 6 měsíci +3

      You can def feel the massive fps hit, you're right XD

    • @AncientGameplays
      @AncientGameplays  Před 6 měsíci +3

      @@mycelia_ow most of you guys didn't even try it yourselves, but you love to talk about things you don't know xD
      Telling me you don't want to use it to not lose fps? Sure. Now don't tell me you can't notice the difference in real gameplay, because you CAN, at least in cp2077 of course. Aw2 difference is way smaller

    • @mycelia_ow
      @mycelia_ow Před 6 měsíci +1

      @@AncientGameplays I finished the video and I'll say this, I have used ray tracing in CP77 and it's honestly only worth it in some areas.
      I play at 144hz though but I still hover around 100fps with RT on. With PT I get around 60fps but it's really choppy but the tracing is more noticeable everywhere. That's 1080p.
      Other games I'll take the fps hit, but in CP77 I keep it all off to maintain 144fps. Like others have said the devs have done an amazing job with this game's visuals. I just with my 3090 could push more frames with PT on then I'd use it.

    • @marcola47
      @marcola47 Před 6 měsíci

      @@mycelia_ow path tracing is completely different. when playing cp77 I rather use rasterized than ray tracing aside from reflections. The real deal is path tracing, that truly makes the game come alive.

  • @chrissoclone
    @chrissoclone Před 7 měsíci +3

    I think that Pathtracing looks substantially softer, often too soft, and has a tendency to totally blow out highlights. There aren't many scenes where I actually think it looks objectively better, not from an artistic point at least. And since it totally changes the atmosphere sometimes even CDPR didn't make use of it everywhere and intentionally left it mostly out of scenes like the Japantown parade. When it comes to atmosphere Pathtracing never really "floored" me, I already found nVidia/CDPR's showcases rather 50/50, like that club scene with the way to bright ceiling. When it comes to Raytracing, shadows and even reflections never did too much to me, sometimes the reflections, while clearly being the most visible change, were a bit too much for me even though being more realistic, the largest impact to atmosphere actually comes from rather subtile changes using the highest lighting settings. Playing Phantom Liberty now though I didn't find the change being worth the huge performance impact.
    All that said, I still love all of it from a tech/graphics nerd perspective and Cyberpunk is still that one FOMO game that makes me wish I had a high end nVidia card to play around with these goodies.

    • @AncientGameplays
      @AncientGameplays  Před 7 měsíci

      Its still in preview and already much better generally

  • @bingbongwingwong
    @bingbongwingwong Před 5 měsíci

    At 7:00 the "floor patterns" are actually improperly implemented shadows (same with the white line), the issue is resolved when raytracing and pathtracing is turned on. I had to check for myself, but the material is consistently textured, and is different in lighting only. 👍

  • @denu1879
    @denu1879 Před měsícem +1

    From my experience of choosing between Rasterization and Path Tracing on Cyberpunk, I swear i prefer the look of using Rasterization rendering and using ReShade mods. Cyberpunk in native 4k in ultra high quality and using ReShade mods such as PXX Bloom mods is absolutely beautiful and there is zero frame lag and perfect crisp image with crisp textures. Nvidia try to push Path Ray tracing but for me its just not that great compared against other methods of rendering, particularly with the performance hit and the requirement of needing to use heavy DLSS to upscale, breaks the crisp image you get from native resolution images in Rasterization.

  • @Superdazzu2
    @Superdazzu2 Před 7 měsíci +3

    Ray tracing can look better but definetly different, path tracing always looks better in any scene, some less some a lot, the feeling of looking at something dynamic, physically correct and responsive to light changes is something that rasterization and ray tracing cannot give you

  • @niloyck2540
    @niloyck2540 Před 6 měsíci +3

    This just proves that raster is just better than ray tracing and path tracing the huge performance hit is just not worth the slightly and i mean SLIGHTY different result, Unless the game is very simple looking.
    edit: About the softer and "better" shadows in RT, its because RT introduces alot of noise and the noise reduction algorithm makes it look softer its also the reason for disappearing lines and cables. I don't think its supposed to look softer especially at the distance the light source is.

    • @AncientGameplays
      @AncientGameplays  Před 6 měsíci +1

      Disagree. Rt im this games is meh, but path tracing is a different world. It does have some issues though, the noise filter is not that great in CP2077, its better in other games though, like Desordre, alan wake 2 and etc

  • @FinGeek4now
    @FinGeek4now Před 7 měsíci +1

    I can definitely see the difference between the three different light renderings when I did the test scenes in CP2077, even when not expressly looking for the exact ways in which the scenes are lighted. Too bad for me though that using an RTX 3080 isn't feasible for actually using PT and playing the game as the FPS goes to crap. In regards to the tar/road and other instances where there is too much or not enough reflection or light bounces, I'm pretty sure it isn't due to the lighting renderer, but how CDPR is expressing their materials. This makes sense if you think about it since the materials where designed to only use rasterization when they were first designed and used; and adjusting all of the materials in the game would be, imho, too much of a hassle and not worth the cost unless they were going to sell the rendering upgrades as expansion packs.

  • @DeathEnducer
    @DeathEnducer Před 3 měsíci +1

    In path tracing you should look at how amazing light transmission through the skyscraper windows is 🤤
    When using path tracing you need to look at all 3 of lights behaviors: reflection, transmition, and scattering.
    Below street lights, look at how correctly light scatters through fog

  • @IPowder4105
    @IPowder4105 Před 7 měsíci +6

    Path tracing is what we needed in the first place and it's the future of gaming 😊

    • @Ajme-kb4os
      @Ajme-kb4os Před 7 měsíci +1

      I thought path tracing was ray tracing. That’s the media was touting when it came out. So confused.

    • @IPowder4105
      @IPowder4105 Před 7 měsíci

      @@Ajme-kb4os it is ray tracing but it has another tech on top of it that trace ,rays from the light source

    • @SlyNine
      @SlyNine Před 7 měsíci

      ​@@Ajme-kb4osit is.

    • @SlyNine
      @SlyNine Před 7 měsíci

      ​@@IPowder4105path tracing shoots beams from the camera, not even blender is doing bi-directional tracing. That's useful for caustics, which CP2077 isn't doing. Path-tracing is just better ray tracing.

    • @SlyNine
      @SlyNine Před 7 měsíci

      ​@@IPowder4105no tracing model only shots lights from the light source. If anyone is claiming that, they don't know what they are talking about. Tho, bi-directional will find where light is passing through a median and shot rays from that and try to find one's that hit the camera.

  • @kenmiller5318
    @kenmiller5318 Před 7 měsíci +3

    WOooooahhhh

  • @paulhellyer4518
    @paulhellyer4518 Před 7 měsíci +1

    Really useful video. For me I can see some parts that do look better, but also others parts that look way worse. If it was a toggle for personal preference only, then this would work well - but I would still disable for my personal preference. However when you add in the massive performance hit, I would never consider Ray Tracing.

  • @evergaolbird
    @evergaolbird Před 7 měsíci +1

    I remember when people had the exact debate wayback when the meme "But can it run Crysis" was still the benchmark we all need to chase for our PCs whether it was necessary to chase such features or just focus on the gameplay more than visuals.
    To me its always going to be "why not both" answer if its achievable. I cannot wait for the future when Path Tracing becomes the norm and in that time we'll be debating whether it was necessary to make all NPCs in video games "aware" instead. Or even the day when all future Video Games do not require a CPU anymore (at least Tom Petersen said that is the future).

    • @SethOmegaful
      @SethOmegaful Před 7 měsíci

      However, there's a small problem: Lithography.
      We're reaching some limits in what's possible with current technology. Some papers suggest that anything beyond 2nm is really tough to achieve due to quantum tunneling issues. If this problem isn't solved, we'll start seeing even larger GPUs in the next generations.
      Resolution by itself is a big enough challenge. Add ray tracing on top of that, and it's a challenge many times greater than anything Crysis presented back in the day when the biggest challenge was the lack of parallelism and the low thread/core count CPUs. But we had huge margins for improvement back then, which is not the case today.

    • @evergaolbird
      @evergaolbird Před 7 měsíci

      @@SethOmegaful Very true, its no wonder we're moving to Stacking in 3D as well as Frame Generation.
      What's funny is none of these are guaranteed to be solutions for the future, just snake oils in attempt to be a potential fix - not absolute.
      There's also the future of Quantum Computation to completely replace Binary Computation... quite very far though to be "now".

  • @Neutral_Tech
    @Neutral_Tech Před 7 měsíci +3

    First

  • @stkutu
    @stkutu Před měsícem +1

    Great comparison. Thanks.

  • @WhyDaroOdaarra
    @WhyDaroOdaarra Před 7 měsíci +1

    Looking forward to seeing which mods can improve the rasterized look/shadows/reflections. I've seen quite a few on Nexus but most of the shadow tweaks just bump cascade distances a bit or don't seem to drastically improve the accuracy of rasterized shadows. For reflections I don't think there's really anything that can improve the SSR atleast I've yet to find anything that makes it comparable to RT Reflections. I think the best one can do is basically download a HD texture pack, a LUT alteration mod or increase the ingame gamma to 1.10/1.15 and increase the cascade draw distance to have less shadow pop-in but I'd still prefer the RT/Pathtraced image.

    • @AncientGameplays
      @AncientGameplays  Před 7 měsíci +1

      EDIT: MOD is out, guess I have work to do
      Currently waiting for the "HD" mod to be released so I can make a video about it :D

    • @WhyDaroOdaarra
      @WhyDaroOdaarra Před 7 měsíci

      @@AncientGameplays Looking forward to it!

  • @zaraizara2794
    @zaraizara2794 Před 2 měsíci +1

    7:33 I believe path tracing appears brighter because it effectively captures the illumination caused by light bouncing off yellow or bright surfaces, such as that metal objects. When these surfaces are dark or black, the bouncing light is reduced, resulting in a darker room. This difference enhances the performance of path tracing in accurately rendering the interactions with surrounding objects.

  • @K31TH3R
    @K31TH3R Před 7 měsíci +2

    I agree with this take harder than those shins impacted that bedframe.
    I recently upgraded from a 5700 XT to a Liquid Devil 6800 XT. Obviously excited about finally seeing RT firsthand, I enabled _ALL_ the RT in the games I own which have it. I don't know what was more underwhelming, the performance, or the RT itself.
    I could absolutely see the difference in the image, but most of the time I hated the change in the image, mainly because in order to get RT performing well enough to enjoy, I'm using so much upscaling that the resolution looks like Playstation 2 era graphics. As someone who loves a very antialiased and jaggy free image, and as a big fan of downsampling, RT in it's current state is just not compatible with how I like my games to look and perform.
    RT/path tracing IS the future of rendering, it's inevitable, for many reasons. But the future is also still the future, and there's still at least 10 years to go before RT hardware is fast enough to match the high fidelity and high resolution images with highly complex geometry you can get with raw rasterization. RT is still a tech demo.

    • @Pushing_Pixels
      @Pushing_Pixels Před 7 měsíci +1

      Yeah, I wasn't impressed either when I got my RTX card. It's nice, when it's used well, but often it's not. Personally, when I'm busy playing I don't notice when it's not there (it's like switching from ultra to high graphics), but I do notice the lower framerate when it is, so I almost always leave it off.

    • @K31TH3R
      @K31TH3R Před 7 měsíci

      @@Pushing_Pixels It's definitely cool to occasionally notice a puddle perfectly reflecting the world out of the corner of your eye, but yeah, that's pretty much where the novelty ends for me. If anything, what RT has done is massively increased my appreciation for games that have excellent rasterized/screenspace reflections without the massive performance hit from RT reflections.
      Two honorable mentions for amazingly convincing reflections are Planet Coaster and Project Cars 2. If I didn't know better, and you told me both games have RT reflections, I'd believe you.

  • @Szilagyicsabaistvan
    @Szilagyicsabaistvan Před 4 měsíci +1

    Hmmm, i know one thing, i care about good performance. Rasterization seems OK to me. Really thinking about switching camps, currently rocking a 3060ti. I am looking at the 4070ti or 7900XT. Will hold out until the new RTX SUPER cards come out, hoping the 4070ti price will go down.

  • @amoron2162
    @amoron2162 Před 7 měsíci +2

    You should do a video on VSR, I think it’s underrated especially at 1080p where details at distance improve a lot

    • @markjacobs1086
      @markjacobs1086 Před 7 měsíci

      Ehhh, VSR/DSR is kind of a moot thing to me. Only preferable if the game has really bad AA and / or doesn't support driver enhanced Dx9 AA methods (like SGSSAA on Nvidia).

    • @amoron2162
      @amoron2162 Před 7 měsíci

      I tested It in Elden ring and it greatly improves the quality at distance of trees specially the aliasing

  • @deheimer
    @deheimer Před 7 dny +1

    Where I'm from 4080 super is still 250-300 AUD more expensive than the XTX. This proved me it's basically a waste of money to go for a 4080S at that price point lol. Thanks for the video man.