murvel

joined 2 weeks ago
[–] murvel@feddit.nu 7 points 2 days ago

Not true; the wannabe NC legend is a core theme of the game. Smasher got there by being absolutely ruthless and navigating Arasaka by the same ethos (i.e none).

[–] murvel@feddit.nu 5 points 3 days ago

I don't know about that man. Installed Fedora 42 and GNOME to run with my RTX3080 and GNOME froze and crashed at random constantly. Installed KDE Plasma instead and it runs just fine.

[–] murvel@feddit.nu 0 points 1 week ago (1 children)

I don't see them lying but that's on you I guess

[–] murvel@feddit.nu 3 points 1 week ago (2 children)

RT is of course a shortcut too, it's not an exact representation of how light actually behaves...

[–] murvel@feddit.nu 1 points 1 week ago (5 children)

CDProjektRed just showcased The Witcher 4 running RT with 60 fps on a PS5. Bullshit its too slow to be available for most people.

[–] murvel@feddit.nu 1 points 1 week ago (11 children)

What I'm talking about is drawing accurate reflections and I don't know any other technique that produces the same accuracy as RT

[–] murvel@feddit.nu 10 points 1 week ago (1 children)

RT also makes level-design simpler for the development team as they can design levels by what-you-see-is-what-you-get method rather than having to bake the light sources.

[–] murvel@feddit.nu -2 points 1 week ago (14 children)

Not true. Screen space reflections consistently fails to produce accurate reflections.

[–] murvel@feddit.nu 39 points 1 week ago (17 children)

It's not a trick, it's just lighting done the way it should be done without all the tricks we need now like Subsurface scattering or Screen space reflections.

The added benefit is that materials reflect more of their natural reflection making all the materials look more true to life.

Its main drawback is that it's GPU costly, but more and more AAA games are now moving toward RT as standard by being more clever in how it handles its calculations.