"DX12 is shit and performance is worse than with DX11!",
"Tesselation sucks, no one needs this... rounder fingertips with a 40% performance hit on my Kepler card!"
"Ambient Occlusion costs too much performance on my old card! Disable that shit!"
Yeah, it's always the same.
A new API will take a little time to gain some traction, but even in the very early days of DX12 the difference between a DX11 version and DX12 version was never 4k plundering down to 1080p and the framerate differences were not so egregious....DX11 vs Dx12 at it's worse were the same resolution at say 10-15 fps the difference in the worse case scenario...
Let's be clear here, for everything there is precedent...…..Anything Propietary from Nvidia carries a huge performance hit, yet the results are not the most aesthetically pleasing or accurate......Hairworks is one of those features...….Look at Nvidia Tesselation, it's a significant hit even on NV cards and even moreso on the competition...….HBAO+ takes a hit too, is it the most accurate? Is the hit well worth it over competitive effects? How many games did smokeworks ever appear in, far less at reasonable framerates or how some of NV's overdone physics technology with trash and paper gaining new life on floors, streets etc.....How practical or believable are those in a real-time setting or at playable framerates.....?
It's clear, anything proprietary in the PC circles don't gain traction anymore, people are tired of the monopolistic hold of technological effects in the GPU space......You want something to move forward, everybody must have it or at least be privy to it (from the high end to the low end).....Stop dangling what's not ready yet on current cards at a high price, people will eventually get the trick, because it's been used many times before......All of Nvidia's tech are pricy to the customer, tanks performance a million fold, it's why all their ideas and features are now taking a backseat.....Their ideas are not the future, their ideas is not to advance technology but to sell more expensive cards on the idea of something premium.....
Raytracing will be ready and utilized properly, as I said, only when it's viable on all classes of GPU's, till then we are just paying out the ass for tech demo's today on $1200 GPU's, where low end cards will be able to muster much more impressive results at a fraction of the price without the demolition to you framerates and rez….
I wonder how long it took them to create that scene instead of just creating the surfaces and models and adding one light source.
Well, don't be fooled......Without the effects, Control is a very bland looking world and environment.....Besides, so many devs who promised RTX day 1, could not produce it till much later after launch........So it's not as "it just works" as you think it is......It's very much a hybrid method with rasterization still in tow.......I'll say this, many of these rasterization techniques I speak of are not to be newly developed, in many cases, they're already right there in most engines as their prior games would indicate.........You played BF4 at launch, the campaign? I did, I saw reflections on walls, there were light sources everywhere, shadows were great. Same for Hardline.......How about reflections in Quantum Break prior to Control? or shadows? All of these things were already in the engine in many games, it was only a matter of improving the effects even more...........Yet, what's the point of improving rasterization in newer games or implementing stellar rasterization work at all, if you're not going to sell RTX whilst doing so, minimizing it's impact or making RTX look even sillier at the price and performance hit it incurs????