Witcher 3 best reshade2/28/2023 What so called ray based algorithms really refer to is ray intersections with faces in *world space*, which is why Nvidia's *geometry pipeline* optimisations in Turing make a difference. Interiors get a useful standard AO effect, but far cheaper shaders will do the same with a near zero frame hit. In the rest of the game it frequently *ruins* the lighting. That's in the town built over the water- where the AO nicely darkens the region under the elevated piers. There's a great Skyrim video out- and only in *one* situation does the shader even do anything good to the image. 1) the shader is an *admitted* (by the author) ambient occlusion algorithm, working in screen space just like all ambient occlusion algorithms commonly in use.Ģ) the author is a former Nvidia *gameworks* dev, and still uses the same tactics- including claiming 'ray tracing' for a method long used and never described this way (and BTW normal rendering can also be called 'ray tracing' if you want to be both *stupid* and mathematically correct).ģ) the performance hit is massive, yet the visual effect in *most* circumstances is *dreadful* or not visible.
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