RT on console was DOA. There’s always next gen.
I think Ray-Tracing is the game changer for next gen. If Series X has a big advantage there, that's far more significant than any of the other spec differences.
Doesn’t it just prove that Ubisoft optimization is bad?
I don't think the differences are like, texture resolution or geometry, it's more to do with materials and lighting.Redid to the point of becoming more like current gen level? By the side-by-side video I didn't see big differences...
Major improvements on those screenshots.The only worthwhile RT game on consoles is Metro Exodus. Don't expect to see other games on console doing RT Lighting. Control sure as shit didn't and the "next gen" port or Cyberpunk or the Witcher 3 sure as hell wont. All you're getting is reflections at extremely low resolutions or worthless shit like RT shadows.
Ubisoft 4k means 1080p to 2160p dynamic resFar Cry 6 not having RT on consoles is on Ubisoft, though. I mean, they opted for native 4k at 60fps... what's holding them back for something like 1440p or even 1080p with RT at 60fps? Upscaling methods getting better and better and depending on your setup you won't see much of a difference – I sure as hell don't between 1440p and 4k when sitting 2,5m from my 55 inch TV, though sitting close as 1,5m is a different story and I'd probably want those 4k pixels. Hence, give users the options because everyone has a different setup and favours different things.
Major improvements on those screenshots.
Everything on pc it's miles ahead of consoles...use Far Cry 6 as prove raytracing is better on pc it's just hilarious. Even on pc FAR CRY has very limited raytracing, the fuck of argument is that, so let's say also raytracing on pc is waste of power because look how limited is it in this gameThat's subjective, but it's still miles ahead of consoles. DLSS really helps, imagine if consoles had it...
On some PC's, most people don't have gaming PC's strong enough to do any better than the consoles are doing right now anyway.Fact check: mostly true. We've seen some decent implementations of raytracing but it's no where close to what's possible on PC. I rate it a gimmick/10 on consoles (Metro might be the only exception, but even there RT is rather limited).
Pardon me good sir... 25 Teraflops!Bubububt mah 12 TFlops!!!!
Bro if you want to add anything to this discussion, feel free to do so. You have no idea who I am or where I play to assume I only play on consoles. Nothing in my argument is out of place or it is false. So if you wanna measure PC master race cocks, I'm assure mine is waaaay bigger than yours. So, FUCK OFF.Did you talk about yourself? I have been here since 2004.
Pardon me good sir... 25 Teraflops!
Pardon me good sir... 25 Teraflops!
R&C, Spider-Man Remastered, Miles Morales say "hi".
PC gaming is losing the budget gamers. Can't be healthy if only the pc master race crowd is left.He's not wrong tho. Trying to land a rtx 3070 alone is around $1050 CAD + tax. The fact that I get a complete system that does some form of RT for about $600+ tax is pretty good.
Without hardware acceleration, this work could have been done in the shaders but would have consumed over 13 TFLOPs alone. For the Xbox Series X, this work is offloaded onto dedicated hardware and the shader can continue to run in parallel with full performance. In other words, Series X can effectively tap the equivalent of well over 25 TFLOPs of performance while ray tracing.
Xbox Series X goes even further than the PC standard in offering more power and flexibility to developers. In grand console tradition, we also support direct to the metal programming including support for offline BVH construction and optimisation. With these building blocks, we expect ray tracing to be an area of incredible visuals and great innovation by developers over the course of the console's lifetime.