The importance of ray tracing for me lies in its ability to deliver realistic visuals and lighting effects.
The importance of ray tracing for me lies in its ability to deliver realistic visuals and lighting effects.
It seems DLSS and RTX were introduced long before they became common, and the issues began even before those technologies existed. Performance dropped sharply after TAA took over. Many problems stem from using generic engines and the cheapest solutions instead of the right ones for the task.
The issue lies in the current RT implementation, which depends on temporal denoising and lacks viable alternatives for real-time ray tracing. To progress beyond TAA in games, we must generate significantly more rays—requiring GPUs that are substantially faster than the GTX 5090 used at RT.
developers rely on it to "save time"... everything appears polished, customers seem happy... (they assume) but many are tired of it now, or at least a significant number are. I meant DLSS, but the same issue persists—it often looks bad (mostly). I usually go with FSRC if it’s available since it looks better (at least that’s my take).