Should have had Control in here too. That game is one of the best RTX titles out there in my opinion
did he seriously say "closelier" is that even a word
telling the difference is easy as fuck if you are a true PC gamer. just move the mouse around and feel the delay...
I remember rendering ray traced shadows in 3D Studio v3.0 in like 1995....days for 1 minute scenes...
RTX is awesome and...just play minecraft
This test is clearly biased - that or they made this before the newer titles, but that still makes no sense as to why Control wasn't included. They chose to use some of the most beautiful shaders for Minecraft compared to the much more dull Minecraft RTX, a game that only uses raytraced shadows, and then no footage of wolfenstein, though I haven't heard much about that anyway. A more true test would be games making use of the whole suite of RTX features - shadows, global illumination, reflections, diffused lighting and all that stuff, like Control and Cyberpunk 2077, comparing max settings to max + max RT, not this. Really unimpressed with this test, i don't expect this kind of stuff from LTT, who i consider generally to make very good, objective, studies. For example I ran a thrown together hypothesis test, to prove that you can easily bias these results. I can choose what the outcome is based on the significance level I select, in the same way they can choose what games to use. I chose 0.35, but the standard is 0.05. Changing one number can make that much of a difference, and I could hide this change by not obviously disclosing the change and just putting an asterisk next to the test results. This test is to see if the wolfenstein data shows that this isn't random guessing, and that they are actually choosing the correct answer: P is the probability of answering correctly. H0: P=0.5 H1: P>0.5 SL: 0.35 Let X be the number of correct guesses. X~B(6, 0.5) P(X >= 4) = 0.3438 < SL of 0.35. Test is significant. There is evidence to suggest that gamers can tell the difference between RT and rasterized graphics. That conclusion would be way off if I had chosen the standard significance level, in the same way they could have chosen truly representative titles. And yes, I am down statistically.
Yes, rtx is not needed, just buyt gt710 so it would fix the stock of rtx cards
You have also to remember ray tracking makes lighting more realistic not necesarry more aesthetically pleasing. I think that what mainly tricks people when determening if its rtx or not
unity with the vrchat sdk intresting
what about UE5`s nanite and lumen?
noone litrly wants to see the benchmark when going to play a game, impruve your scripting atleast.
IDKFA and IDDQD. Burned in my memory. Always.
13:50 VRChat sdk lol
RTX is for suckers . PhysX and tesslation combined rebranded dummies.
control with rtx on v off is so fucking drastic it's impossible not to tell, that's why they didn't test it lol
I've got a EVGA 1660 GTX SUPER TI. I love it. I still wasn't sold on RTX Card's when the 2000 series initially came out, at some point I well probably buy a 2060TI or a 2070TI when I can afford one, because they've obviously gone up about 45% in price recently. Cool Vid. Take care.
so this video, is rubbish pal, delete this nonsense
but the basics, 2060, can achieve 10 gb
2080 IS SHIT, no doubt
ever heard of overclocking? can u imagine, you can overclock graphics card too! WOOOOW!
nooo, hes out of his mind or on crack i guess....
why not test a game that actually looks good with rtx? For example Control or wait for Metro Exodus EE
Most people can't tell the difference between a hole in the ground.
I always said RTX is garbage at the moment. It needs a 100000x improvement in speed and then we are in business
Developer just need to use Unreal engine 5 to solve the problem .
7:24 same game running Yeah they look similar
I produced a game, MARBLE ODYSSEY (available on Steam). In it, you play a Marble, that marble has real time reflections AND refractions that LOOK decent. However, If I enabled the same effect for ALL of the marbles in a scene (say 20) you'd get about 5fps, as rendering all of those Cube maps, at high rez for each marble IS pretty unperformant. Even worse, it can be a FIXED overhead, meaning its always expensive, unless you are very careful, more marbles = MUCH lower FPS. Flipiside, doing Raytraced reflections on ALL marbles would be pretty trivial, and the cost is based on the size of the Marble on screen, tiny marbles = lower render cost as they only occupy say 50 pixels.. Raytracing IS the future, and requires so much less jumping through hoops for devs. But, its not going to be fully comprehensive (ambient occlusion + light area shadows + bounce light + blurry reflections +refraction+ sub-surface scattering) in games till RTX 40 or 50 series cards are with us
First encountered Ray Tracing in 1987 when I got "The Jugger" animation for my Amiga 500. Yes, that was in 1987, and there were examples from way before then. Raytracing was in Power Animator (Alias), Wavefront and Softimage in the 80s as well. It became more mainstream in VFX in the early 2000s as CPUs got powerful enough to make it feasible. By 2010 it was very mainstream in VFX for Ambient Occlusion and soft shadows and bounce lighting. I am AMAZED it is real-time in games. BUT you have to appreciate MANY tricks are used to make it feasible. Often certain passes of an effect, like Ambient Occlusion are rendered at lower resolution (512 - 1024), and up-rezzed to say 4k. This is partially how DLSS works. On top of this, low sampling rates mean these effect "boil" with noise, something not acceptable in VFX. And then DLSS does all kind of black magic to cover up these short cuts. Its very clever, and it mostly works. If you want to see a CLEAR example of RTX rocking your socks, stand in front of a plate glass window in Cyberpunk 2077 with Raytracing + Reflections on. Watch the reflections, always perfect, lovely. Now turn OFF Reflections and you'll see the window look dead, with blurry reflection maps. Now to see DLSS doing its thing, turn on Reflections again, and look at the WIndow. Put DLSS to Quality and the reflection is probably at 50% of your actual Resolution. Its a LITTLE bit blurry, but it looks fine. Now turn DLSS to Performance and note how now an text in posters reflected, might be hard to read, its blurry. This is the price of DLSS magic, but mostly, its worth it for the MUCH higher FPS
I can tell because RTX destroys my frame rates
This is the thing: realism is not what gamers want thought they (we) might not realise it. We want great-looking visuals. Photorealism on the other hand IS what we want. The difference? In a real life scene with unassisted human vision the difference between the lightest and darkest part of a scene can be up to 12 F-stops or even greater; that's a 4,000x difference and anything outside of this range is mostly lost. Even with our limited dynamic range we adapt so quickly that we don't notice the huge contrast range in a real scene. We can even go from complete darkness to bright midday sunlight in the desert in a matter of seconds though it would be painful as our irises desperately shrink our pupils as quickly as they can manage. At no point does the human eye see detail at both ends of the range at the same time. Graphics engines fudge it by offering hardware HDR (squeezing a few more stops of detail at both ends) or software by dynamically shifting the range to always show some of the detail at both ends regardless of the number of F-stops between them. The results can look uglier or prettier than the original much as HDR processing in PhotoShop can do if used without care. My language is using photography terminology so it's obvious I'm no expert at computer rendered scenes but the principal is the same. If you were to see a scene as it is and not as it processed by our optical system you wouldn't like it. Cameras whether real, virtual or fleshy have a lot of work to do to provide you with a satisfactory experience. TLDR: hardware developers would be better off enabling effective tricks that don't have much of a drag on FPS. Art designers would be better off making stuff look nicer rather than just "realer". We are not dealing with a physics simulator, we are playing games.
Ah yes, "Look closlier" instead of "look closer".
not a waste for dev for sure
i suppose the difference between RTX and rasterisation will be more obvious in games with less proficient devs?
It's IDKFA not IDAFK
no, no is the answer. even if i did i can always go to the nexus of that game and get a reshade lol
SOTR isn't the greatest example of RTX... it is a pretty terrible one actually. Control and Watchdogs Legion do RTX well. If you look into a building reflection, there's certainly no doubt that RTX is on.
Take off the stupid masks.
dudes with face nappies, weird.
"Linus scares me becuase he always wants more energy" lol
I can't tell the difference most of the time but I am a person that played games like Contra and Dave so I am just happy I get to play 3D games. I own a 3090 for work and rarely game on it as well. I noticed rtx depends on the game a lot for example deliver us the moon is a game where I can clearly see the difference, bfV(fucking insane amount of cheaters in MP) is one where I can sometimes see the difference and there are a plethora where I cannot distinguish rtx on/of at all. One thing I love about my card is that I can run most games even ones that my friend are still making and they struggle to test run on their systems.
You should have locked the framerate to 60fps so they couldn't tell from the smoothness which was RTX. Obviously.
I'm seeing linus in RTX
you really need to focus to see the difference. For now. In few years it will get better
Lumen has entered the chat...
Ray Tracing always felt more like a 'glow' to me. It's nothing something you really SEE as a layman-normie.... It's just a slight difference is all. At least with the current level of tech.
Anthony. Tell me one thing this man doesn't do right.
Que Henry Cavil meme "fps"
This is why I think most developers will lean in heavily on RT reflections over everything else the technology can do, it’s just so much easier to pitch and easier to recognize for average players
So, can developers just set RT going in a scene and then go back in and "copy," that lighting through rasterization? It would probably save a lot of figuring out that they have to do as far as creating artificial lighting goes.
@R. Keane Pretty cool to use PT/RT as a tool for development! Also, I was unaware of this! I never finished the game so I'm excited to play through the rest of it with RT!
Devs already do that, Doom Eternal had pathtracing baked into the game world, but even then there are things they can’t “fake” like the dynamic reflections, so ID software is putting out an RTX patch for it later this month
The uneven debt certainly decide because receipt spectacularly analyse round a magenta satin. tame, female fertile cloudy
Minecraft is so easy because its a different version
i say it again minecraft? ffs really its a fcking 8bit game
"Is RTX a Total Waste of Money??" No, it's a total waste of kidneys.
For enthusiasts that don't have much money, they mean the same really.
Its kind of unfair though because those games often only feature a specific part of the "ray tracing suite" and people probably didn't always look in the right areas of the frame. But that's NVidia, again, trying to trick casual consumers into thinking that rtx=rtx like how they don't make a difference between laptop gpus and dekstop gpus anymore.
FORTNITE'S KINDA DYING
sad they still wear those harmful slave masks
Alex battaglia is having a stroke watching this video.
There sadly are hardly any games that utilize Ray Tracing in a good way, many use them for flashy effects like Battlefield. However there are good ones like Metro Exodus Enhanced, where the lighting looks alot better, or Ratchet and Clank Rift Apart, where alot of reflective surfaces have realistic reflections.
@R. Keane IMHO the moment I went into dark areas and saw the shadows on charactes I knew it was running with RT, its a day and night difference. The game overall has alot more contrast with RT on.
@xXYannuschXx I think metro exodus is going to be the odd one out I have a 3090, and the game looks great, but it’s very hard to tell without a side by side comparison imo, cause it looks “how I remember it” without one With RT reflections it’s always apparent when they’re on because they’re immediately noticeably
@R. Keane I think we are finally moving away from flashy RTX effects and use it for more practical stuff. In Metro Exodus Enhanced it is mostly just used for Global Illumination and Ambient Occlusion, but that alone makes a HUGE diffence
And control, and Spiderman, and cyberpunk, and soon doom eternal The reflections in these games are hugely different then their rasterized counterparts
Why not make a video for assembling a good PC for tensorflow and AI persons?
Yes, it is.
The new Unreal engine 5 knocks the RTX card out of the park. Don't throw your money away you will see. what is coming with New engines.
about a year ago, and this was even during pandemic, i bought an ASUS TUF GTX 1660 Super X3 the one with 3 fans for Php 16,500.00 ( $340 ). the 1660 Ti at the time was around Php 20,000.00 ( $412 ) nowadays the ASUS TUF GTX 1660 Super cost more than TWICE the price !!! and the early RTX which cost around Php 25,000 now cost Php 40,000 - 50,000 !!! WHAT THE HELL !!!
What I'm gleaning here is that a DEAD giveaway of rasterization and shaders is a shimmer around free objects when they overlap water. I have seen that on SOOO many games where I'm holding a weapon or item and its edges deform like the water behind it!
I can tell it's on because my framerate drops....
I don't think whether people can tell whether a technology is implemented is a good measure of whether it adds anything. Someone who is oblivious to what ray tracing is will still notice weird quirks like reflections of obscured objects disappearing in the case of screen space reflections.
RTX is more trash than Linus and his channel
Did it never occur to you that you could have used fps limiter for the performance difference?
If they used BF5, it would definetly be noticeable
But my question is, is it good for animation and rendering 3d?
As a 3D artist, I love that Linus is *the only person* I've seen that explain Ray-Tracing properly from an unbiased-rendering perspective using render engines like Blender's Cycles, I swear a lot of dumb kids claim to achieve Ray-tracing using some ReShade post-processing that simply amps the ambient lighting, and it pisses me off that they get thousands of approvals from other dumb kids that don't know how ray-tracing works...
@Travis Boudreaux I'm saying dumb kids, because they are dumb kids. It is one thing to misunderstand a concept, that doesn't make you dumb; to claim you not only understand the concept, but are also able to achieve it, however, makes you dumb. You not being able to understand that difference before attacking me, makes you dumb too.
Saying dumb kids makes you a dumb elitist. You're pissed off that non-professionals don't understand your technical field of work? You're not providing medicine or important infrastructure to society. Take a deep breath, this isn't a big a deal as you think it is.
Why isnt Metro Exodus in the test? I honestly saw the most difference in that game with and without RTX
Since when do rays project from the camera sensor?
what about dlss that comes with the rtx cards, maybe worth the extra money for those rt cores there
2080 ti since november 2018, for me it's always RTX off DLSS off (i bought the card for 4k as my screen is 75")
how about 3d working & rendering ?????
I’ve never seen Rtx…. I mean I see it on HRless but it’s not the same
5:20 guy was cgeating had the f3 which is showing 3060 top right
Just look at a reflection, if it clearly reflects objects ect. Rtx is on
You'll need RTX because developers will stop paying attention to their lighting on systems without it. Even though game developers know how to make reflections and shadows look good without RTX by hand right now, they'll soon stop doing it since they can just let RTX handle it and it will still look good on RTX systems.
Such an annoying voice...smh
DLSS has always been the more interesting technology. I'd take more frames at higher resolution any day
Technically speaking DLSS is higher frames at much lower resolutions, the up scaling is just fantastic
12:40 that's also a fascinating part about listening experiences. Your mind tends to add missing nuances, when trying to compare really similar equipment, making it almost impossible to pinpoint that particular difference in detail.
do i need it? no. do i want it? hell yeah
No noticeable differences to be honest maybe as of now until 2023.
And here I sit, thinking about how the guys getting the System with RTX on with Minecraft got it wrong. It LITERALLY says RTX at the top of the screen.
All I need is less thermal problems in my computer and I will be a happy tech camper. Everything else is bonus candy.
love your channel, but would be ecstatic if the conversation ever shifted away from gaming and engaged vfx processing, animation, rendering, music production etc.
2:56 That bird is called a resplendent quetzal
And now with Unreal Engine 5 coming with techniques like Lumen or stuffs like "open" AMD FidelityFX... RTX gets less relevance!
yes is a waste, i tested with fortnite with my rtx 2070 super and my temo goes really high and fps drops, i disable and dont use it anymore
The effect isn't something you actively search for, although you can certainly do that. Once you play something like Metro Exodus Enhanced versus the standard version, you get a general sense that the lighting is just more realistic. It's kind of like seeing a movie in HDR after seeing it in SDR. You might not be able to pick out specifically where it has the most dramatic effect, but you know it just looks better. That being said... Tomb Raider is not a good example of it. RT reflections in Cyberpunk or Metro Exodus Enhanced in general are both much better examples.
The Minecraft setup was pretty bad too be fair. It makes a much bigger difference in buildings and caves.
Yeahhh.. to hell with ray tracing
Cyberpunk Medium ray traced lighting is night and day difference!