Screen space reflections (SSRs) are basically the middle ground in reflections between cubemaps and ray tracing. They use the same tech as RT, but only apply it to what's currently rendered on the screen instead of the entire world. This makes them a lot more detailed than older means of drawing reflections, but a lot easier on performance than RT, allowing them to be used on old gen consoles. The downside of this is that whenever something isn't immediately visible on your screen, it's not shown in the reflection, which makes SSRs a bit weird in third person games like Hitman 3 where you constantly have a character on the screen, and therefore blocking something else. Since 47 is obstructing some of the stairs, they aren't shown on the screen, and because they aren't within the screen's space, they aren't reflected in the SSR. Without the SSR producing anything in that space, 47's "shadow" defaults to other means of reflection, hence the weird effect. The best way to fix this would probably be to just remove the new reflection, but it could also be lessened by just using a better reflection to replace the empty space in the SSR. Alternatively, ray tracing would also fix this issue completely by just rendering everything, getting rid of any gaps in the screen space.
@@DoxSteele RT traces triangles in the scene, SSR traces the depth buffer, therefore there's no need to build acceleration structures and calculate ray-triangle intersections, cutting most of the work out.
Then shouldn't it technically be possible to render the environment, save that data to use in screen space reflections, then composite the remaining game entities "above" the environment data render? It would probably be too much of an increase of processing needs for something that would go mostly unused and unnoticed where it is.
I had a moment in Destiny where a boss was going to 1 shot me through smoke and cause a 20 minute reset, but the smoke wasn't included in SSR so I sidestepped the attack.
Nvidia saw this and decided to take SSR, a 1% performance hit feature, and replace it with RTX, a 50% performance crater. They only succeeded in replacing the weird bright spot reflection with issues of ghosting, graininess, and general lack of enthusiasm from developers... and a 50% drop in performance.
I mean, every technology needs to start somewhere. Raytraced reflections might take a large performance hit now but it won't evolve and optimize in the future if it didn't exist in the first place. And it's not like you are forced to use ray tracing, SSR is still an option in most games.
Hardware raytracing wasn't really meant to be a huge leap for gaming in 2018 though, it was more for productivity people, like 3D artists and animators. The next few years is when RT will really start to matter in games, since the performance overhead is lessening each generation.
@@kinoko384 Nvidia is already talking about path tracing, and is demoing it, showing another massive performance loss compared to RTX at its most intense levels… I’m not sure if Nvidia really considers ray tracing the future or just a selling point right now. Real ray tracing, fully implemented and replacing the raster engine entirely in a modern AAA, without noise filters to mask the limited number of rays and DLSS to mask the drop in resolution, is about 5 generations away. Only Quake and Minecraft are simple enough to provide a glimpse right now, with all the AI trickery, and a $1000 card.
@@kinoko384 but you just fell into the trap, too... How many devs are going to sink tens of millions into an RTX engine now, knowing path tracing is on the way? And, as a result, how many fewer engines are going to have a roadmap forward through RTX and into path tracing?
47 really said: "And though i can hide my cold gaze and you can shake my hand and feel flesh gripping yours and you can even sense our lifestyles are pretty comparable. i am simply not there." see if you can guess where i got that from
Screen Space Reflections have broken my immersion so many times in modern games that I'd rather have no reflections. Ironically, older games like Deus Ex, Unreal and Rune, which all ran on Unreal 1 had _real reflections_ and they look way better than this SSR crap. Where did that tech go?!
Hmm how does this work?
Screen space reflections (SSRs) are basically the middle ground in reflections between cubemaps and ray tracing. They use the same tech as RT, but only apply it to what's currently rendered on the screen instead of the entire world. This makes them a lot more detailed than older means of drawing reflections, but a lot easier on performance than RT, allowing them to be used on old gen consoles.
The downside of this is that whenever something isn't immediately visible on your screen, it's not shown in the reflection, which makes SSRs a bit weird in third person games like Hitman 3 where you constantly have a character on the screen, and therefore blocking something else. Since 47 is obstructing some of the stairs, they aren't shown on the screen, and because they aren't within the screen's space, they aren't reflected in the SSR. Without the SSR producing anything in that space, 47's "shadow" defaults to other means of reflection, hence the weird effect.
The best way to fix this would probably be to just remove the new reflection, but it could also be lessened by just using a better reflection to replace the empty space in the SSR. Alternatively, ray tracing would also fix this issue completely by just rendering everything, getting rid of any gaps in the screen space.
@@CassidyCope ooh thanks Casimir
@@CassidyCope From what I remember, they aren't RT, but just flipped images, aren't they? Or is it just extremely low quality RT?
@@DoxSteele RT traces triangles in the scene, SSR traces the depth buffer, therefore there's no need to build acceleration structures and calculate ray-triangle intersections, cutting most of the work out.
Then shouldn't it technically be possible to render the environment, save that data to use in screen space reflections, then composite the remaining game entities "above" the environment data render?
It would probably be too much of an increase of processing needs for something that would go mostly unused and unnoticed where it is.
47 noticed the glitch in the simulation and couldn’t take it anymore
I see that yt is only offering me the finest of recommendations
Absolute same
I had a moment in Destiny where a boss was going to 1 shot me through smoke and cause a 20 minute reset, but the smoke wasn't included in SSR so I sidestepped the attack.
Probably because the smoke was a part of the post processing
he's stairs
So true
I figured why this is, ssr rearrange pixels so if agent 47 is over these pixels it doesn't work
Oh man, if only you've seen how amazing screen reflections in the Cry Engine look ((not true)
In here before 10k+ views from algorithm magic.
Edit: posted at 800 views; next day its nearly 8k.
Oh wow, wouldja look at that. Posted with 800 views. Up to nearly 8k the NEXT DAY.
Nvidia saw this and decided to take SSR, a 1% performance hit feature, and replace it with RTX, a 50% performance crater. They only succeeded in replacing the weird bright spot reflection with issues of ghosting, graininess, and general lack of enthusiasm from developers... and a 50% drop in performance.
I mean, every technology needs to start somewhere. Raytraced reflections might take a large performance hit now but it won't evolve and optimize in the future if it didn't exist in the first place. And it's not like you are forced to use ray tracing, SSR is still an option in most games.
Hardware raytracing wasn't really meant to be a huge leap for gaming in 2018 though, it was more for productivity people, like 3D artists and animators. The next few years is when RT will really start to matter in games, since the performance overhead is lessening each generation.
@@kinoko384 Nvidia is already talking about path tracing, and is demoing it, showing another massive performance loss compared to RTX at its most intense levels… I’m not sure if Nvidia really considers ray tracing the future or just a selling point right now. Real ray tracing, fully implemented and replacing the raster engine entirely in a modern AAA, without noise filters to mask the limited number of rays and DLSS to mask the drop in resolution, is about 5 generations away. Only Quake and Minecraft are simple enough to provide a glimpse right now, with all the AI trickery, and a $1000 card.
@@jasondailey9402 They're demoing real time path tracing now? That's awesome as hell, can't wait for the technology to advance!
@@kinoko384 but you just fell into the trap, too... How many devs are going to sink tens of millions into an RTX engine now, knowing path tracing is on the way? And, as a result, how many fewer engines are going to have a roadmap forward through RTX and into path tracing?
First, love it. Keep it up bro btw I remember you as casimir paul always😂
47 really said:
"And though i can hide my cold gaze and you can shake my hand and feel flesh gripping yours and you can even sense our lifestyles are pretty comparable. i am simply not there."
see if you can guess where i got that from
I tend to click on any recommend Hitman content, and I was not disappointed
Learned of the new ray tracing update, reminded me of this video for some reason
Whenever I get my new PC with the 3080 up and running, I'll test this stairwell again lol
Screen space reflections are disgusting 🤢🤢
Screen Space Reflections have broken my immersion so many times in modern games that I'd rather have no reflections.
Ironically, older games like Deus Ex, Unreal and Rune, which all ran on Unreal 1 had _real reflections_ and they look way better than this SSR crap. Where did that tech go?!
looks really weird
literally unplayable
Box reflections are worse. Much worse.
wrong