Tuesday, March 10th 2026

NVIDIA Announces RTX Mega Geometry Implementation in Witcher 4, Path Tracing for 007 First Light

NVIDIA at the 2026 GDC announced the first implementation of RTX Mega Geometry. Announced alongside its GeForce RTX 50-series "Blackwell" generation, Mega Geometry is a technology that seeks to significantly increase geometric complexity of objects or surfaces with ray tracing elements. A distant analogue of Mega Textures, Mega Geometry leverages nested triangle clusters to reduce video memory footprint as well as the hardware cost of ray intersection. The RT cores in "Blackwell" GPUs have hardware-level readiness for Mega Geometry.

At GDC, NVIDIA showed us two distinct examples of Mega Geometry, the first one is "Alan Wake 2," where it is shown boosting Path Tracing performance, with tens of thousands of ray traced objects on the scene with a 5-20% frame rate improvement versus conventional ray tracing methods, and a 300 MB video memory footprint reduction from the nested triangle clusters model. Next up, is a demonstration of Mega Geometry foliage system in the upcoming "The Witcher 4" title. A pre-release demo (not indicative of actual gameplay) shows Mega Geometry render a forest with thousands of trees with millions objects on the scene, each with its own unique animation. Besides cluster triangles, the scene also implements Opacity Micromaps that NVIDIA introduced with RTX 40-series "Ada."
Next up, NVIDIA announced that the upcoming "007 First Light," inbound for May 27th, implements Path Tracing for a significant uplift in realism from accurate shadows. This technology is also implemented with "Control Resonant," the hotly anticipated sequel to "Control," one of the first games to implement ray tracing.
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49 Comments on NVIDIA Announces RTX Mega Geometry Implementation in Witcher 4, Path Tracing for 007 First Light

#26
Vayra86
Dr. DroThen there's no reason to complain about AMD cards being unable or inept at doing certainly things. Especially new graphics techniques such as this.
I complain because I care about gaming, I dont give a rats ass who makes my gpu
Posted on Reply
#27
_roman_
ShtbAnd again, can we expect a significant, significant improvement in optimization for Radeon after... 1 year?
i highly doubt any progress. i watch desktop amd gpu cards since my radeon 6600xt.
amd hardly fixes any bugs and drop gpu generations one after another. long term bugs are never fixed.

the only argument to buy amd or intel or nvidia is just performance per dollar. drivers are bad, long term support is bad and various issues with various manufacturers over the generations.

when you fancy those screenshots go for nvidia. just information based evaluation. than the purchase price should also not matter.

those technical topics are interesting. i personally do not see any progress. i belong in the camp game fun and game mechanics over pure fancy graphics without proper game mechanics.

-- back to your question. pure marketing wise nvidia cards will be on top massive when you favour those new nvidia features. nothing wrong to like those features, use those features and like your nvidia card.
Posted on Reply
#28
Shihab
Prima.VeraThis is bad an unrealistic on so many levels. First, the scene looks very cloudy and foggy meaning the reflections are more realistic in the 1st pic, and 2nd, that bs overly unrealistic ray tracing render, can be done with absolutely zero performance loss, identically, using raster rendering with screen-space reflections.
Not for the laziness of the developers...
Screen-space reflections cannot pull this off. As the name implies, things off-screen can't be rendered. I believe you are thinking of reflection mapping. It can do the sky part (and building tops if you don't look close enough), but it only works for static objects and is limited by how many probes the artists bothered to plant around. The only way you can do reflections RT/PT can do in raster is by having another camera (or several, depending on quantity/angle of reflective surfaces you have) to do the reflection.

Other than that, I agree with all the critics on this thread. This is an extremely bad example and any artist with more than half a brain wouldn't have even bothered saving this render, let alone publish it.
Posted on Reply
#29
nguyen
Well suck for people in AMD camp, but Path Tracing do make games so much better :D

Path Tracing is coming to Pragmata, 007 First Light, Tides of Annihilation, Witcher 4, etc...looks like the future of gaming look bright (thank to Path Tracing :roll:)
Posted on Reply
#31
Dr. Dro
ShtbI’ll just remind you, in case anyone has forgotten, what the situation was with The Witcher 3.




arstechnica.com/gaming/2015/05/amd-says-nvidias-gameworks-completely-sabotaged-witcher-3-performance/
Translation: our driver sucks at D3D11 instancing and can't handle draw calls due to lacking support for command lists and deferred contexts

11 years in the future, has this changed? Hint: it hasn't. It literally hasn't, open your GPU-Z, see DirectX 11 tab, and you'll be greeted by a fat "No"

"Why is our market share 5% and still on a downward trend? :("
Posted on Reply
#32
cinemaware
Vayra86I complain because I care about gaming, I dont give a rats ass who makes my gpu
Problem is, your (and people like @Apocalypsee or @RejZoR ) complaints in this regard either don't make much sense, are overblown, or border on poorly constructed conspiracy theories.

I "care about gaming" as much as the next poster here, but this is raging against nothing. The RT / PT tech can be transformative for visual fidelity, and we're no longer talking about some silly reflections in a puddle. If you can't see it you're either obstinate or doing something wrong with your hardware (or, like many base it just on watching some pics on a website).

And there's no evidence that all the processing power that goes into that optional thing could be used for something else. If so, then I have yet to see it, it doesn't seem like devs are falling over themselves to make cities with every building enterable, turbo boost the geometry, or some such.
Posted on Reply
#33
Apocalypsee
cinemawareProblem is, your (and people like @Apocalypsee or @RejZoR ) complaints in this regard either don't make much sense, are overblown, or border on poorly constructed conspiracy theories.

I "care about gaming" as much as the next poster here, but this is raging against nothing. The RT / PT tech can be transformative for visual fidelity, and we're no longer talking about some silly reflections in a puddle. If you can't see it you're either obstinate or doing something wrong with your hardware (or, like many base it just on watching some pics on a website).

And there's no evidence that all the processing power that goes into that optional thing could be used for something else. If so, then I have yet to see it, it doesn't seem like devs are falling over themselves to make cities with every building enterable, turbo boost the geometry, or some such.
What conspiracy theory? It's a fact that real time ray tracing isn't feasible for real time gaming as its too expensive in terms of processing power. All the card I purchased for the last 5 years has been nvidia (RTX 2060 SUPER, 3060 12GB, 3080 10GB and 5060 Ti 16GB) and by right I should be happy because my current card supports this technology, but I'm not because from what I experienced, it gave minor quality difference at the expense of massive performance reduction when rasterization can offer comparable visual quality and higher performance. And to offset this performance reduction you need to use upscaling and/or frame gen that introduces other visual artifacts not just in screenshot but in motion. So, this 'visual fidelity' you mentioned is still not here, and after almost 8 years nvidia release RTX 2000 series the performance still isn't there, nor image quality that I'd hoped.
Posted on Reply
#34
Dr. Dro
ApocalypseeWhat conspiracy theory? It's a fact that real time ray tracing isn't feasible for real time gaming as its too expensive in terms of processing power. All the card I purchased for the last 5 years has been nvidia (RTX 2060 SUPER, 3060 12GB, 3080 10GB and 5060 Ti 16GB) and by right I should be happy because my current card supports this technology, but I'm not because from what I experienced, it gave minor quality difference at the expense of massive performance reduction when rasterization can offer comparable visual quality and higher performance. And to offset this performance reduction you need to use upscaling and/or frame gen that introduces other visual artifacts not just in screenshot but in motion. So, this 'visual fidelity' you mentioned is still not here, and after almost 8 years nvidia release RTX 2000 series the performance still isn't there, nor image quality that I'd hoped.
The enormous computational cost of ray tracing is a known fact, and yes, it hasn't been entirely feasible in anything less than each generation's very best hardware. Yet, the industry marches on, the software aspect is refined and the hardware becomes more and more powerful with each new iteration. Eventually, ray traced graphics will no longer be a challenge, and then we'll move onto even more advanced techniques targeting even higher resolutions and frame rates. Using moderate RT with reasonable resolutions is no longer entirely away from the grasp of midrange hardware, you can run the latest games with RT on medium with a 5070 at 1080p with very good frame rates, before you even factor in DLSS.

It is not a valid reason to write the advancement of technology off entirely, especially if the reasoning behind it is merely fear of missing out.
Posted on Reply
#35
Apocalypsee
Dr. DroThe enormous computational cost of ray tracing is a known fact, and yes, it hasn't been entirely feasible in anything less than each generation's very best hardware. Yet, the industry marches on, the software aspect is refined and the hardware becomes more and more powerful with each new iteration. Eventually, ray traced graphics will no longer be a challenge, and then we'll move onto even more advanced techniques targeting even higher resolutions and frame rates. Using moderate RT with reasonable resolutions is no longer entirely away from the grasp of midrange hardware, you can run the latest games with RT on medium with a 5070 at 1080p with very good frame rates, before you even factor in DLSS.

It is not a valid reason to write the advancement of technology off entirely, especially if the reasoning behind it is merely fear of missing out.
Do you miss out that its been 8 years since nvidia release RTX 2000 series? 8 years is a very long time in computing, as Moore's Law states that transistor density doubles every 2 years.

If I really into this FOMO thing I would be using 5090 right about now. I only use ray tracing to see what it offered, and for the visual it gives just doesn't justify the performance reduction. It's not a conspiracy that nvidia been slowing down for gaming, Blackwell Super releases have been cancelled, and they focused more on AI than ever.
Posted on Reply
#36
Vayra86
cinemawareProblem is, your (and people like @Apocalypsee or @RejZoR ) complaints in this regard either don't make much sense, are overblown, or border on poorly constructed conspiracy theories.

I "care about gaming" as much as the next poster here, but this is raging against nothing. The RT / PT tech can be transformative for visual fidelity, and we're no longer talking about some silly reflections in a puddle. If you can't see it you're either obstinate or doing something wrong with your hardware (or, like many base it just on watching some pics on a website).

And there's no evidence that all the processing power that goes into that optional thing could be used for something else. If so, then I have yet to see it, it doesn't seem like devs are falling over themselves to make cities with every building enterable, turbo boost the geometry, or some such.
Dr. DroThe enormous computational cost of ray tracing is a known fact, and yes, it hasn't been entirely feasible in anything less than each generation's very best hardware. Yet, the industry marches on, the software aspect is refined and the hardware becomes more and more powerful with each new iteration. Eventually, ray traced graphics will no longer be a challenge, and then we'll move onto even more advanced techniques targeting even higher resolutions and frame rates. Using moderate RT with reasonable resolutions is no longer entirely away from the grasp of midrange hardware, you can run the latest games with RT on medium with a 5070 at 1080p with very good frame rates, before you even factor in DLSS.
The thing you can't seem to understand is that a lot of people exercise their own agency on what they think is worth investing in.

Others follow the herd and tell the world around them they're pioneering a new tech while in fact they're just maniacally following the marketing from a certain company ;) They're all over it: every driver, patch, piece of content that contains it, it gets carefully analyzed and omg its different! Must be better! We've seen the discussion about upscaler, RT methods etc ad infinitum: its NEVER about gaming or the actual game, its about the pixels. Since DLSS1 we've seen the same promotors (like you) carefully analyzing the thing. Its not gaming, it literally has nothing to do with it. You're tweaking the image. There is no question the focus here is different from what most people do when they're gaming. And that's fine. But it ain't about gaming.

I'm a gamer, not a pixel analyst. Its really simple, I've not been convinced yet this is something I'm actually missing out on. I don't miss a thing. The games are completely skippable, the cost is too high, and the visual improvement is always accompanied with major drawbacks.

Its just a shit deal and the market being cornered doesn't help its adoption either, because the price is not only performance cost, but actual $$$. Its just not worth it; the economy doesn't check out, and the proof is in the pudding if you look at the GPU market and performance relative to graphical prowess.
Apocalypseeits been 8 years since nvidia release RTX 2000 series? 8 years is a very long time in computing, as Moore's Law states that transistor density doubles every 2 years.
Exactly.

We've ground to a halt instead. Even the GPUs barely get more powerful, but the same promotors of RT are still saying all is well, we'll get there! Soon!

I remember similar voices saying 'crypto will get to something better than speculative goods!' 'Soon!'

Some people never learn.
nguyenWell suck for people in AMD camp, but Path Tracing do make games so much better :D

Path Tracing is coming to Pragmata, 007 First Light, Tides of Annihilation, Witcher 4, etc...looks like the future of gaming look bright (thank to Path Tracing :roll:)
Ah yes, if DF says its better you sheep along. What's new? I'm glad you're clearly having fun about your own comment though. Or are you laughing at yourself?
Dr. DroIt is not a valid reason to write the advancement of technology off entirely, especially if the reasoning behind it is merely fear of missing out.
But of course it is - if its not economically sound, humanity tends to either not do it, or creates a system to make it economically sound. VR is a great example, happening live and ongoing. It will probably keep struggling for a while longer while it diminishes entirely, or finds its purpose in some niche market.

I haven't seen economically sound yet. I do see humans getting forced to admit to the former, and its pretty clear gaming nor RT will be successful riding on a tiny bunch of happy few that promote RT. The technology's success rides completely on its ability to drive down cost, not just for developer workflows, but for the gamer too.
Posted on Reply
#37
nguyen
ApocalypseeDo you miss out that its been 8 years since nvidia release RTX 2000 series? 8 years is a very long time in computing, as Moore's Law states that transistor density doubles every 2 years.

If I really into this FOMO thing I would be using 5090 right about now. I only use ray tracing to see what it offered, and for the visual it gives just doesn't justify the performance reduction. It's not a conspiracy that nvidia been slowing down for gaming, Blackwell Super releases have been cancelled, and they focused more on AI than ever.
LOL, there have been plenty of titles in the past 8 years that you can play with Ray Tracing at acceptable FPS on the 5060Ti, notably Cyberpunk 2077, Metro Exodus Enhanced, Witcher 3 Next Gen, Grand Theft Auto Enhanced, etc...etc...these games tend to stand up very well with time visually.

Sure you like FPS more than accurate lightings, but you are not the only audience that game studio target. Game studio will make sure that their games will cater to all gamers, so there you have games without RT, with RT and Path Tracing.

If you think that game studio should cater to you only, then you have main character syndrome LOL. Oh if you think that Nvidia should double the performance every 2 year, maybe you should have doubled your salary every 2 years too? was it impossible on your side?
Posted on Reply
#38
Youseethis
nguyenLOL, there have been plenty of titles in the past 8 years that you can play with Ray Tracing at acceptable FPS on the 5060Ti, notably Cyberpunk 2077, Metro Exodus Enhanced, Witcher 3 Next Gen, Grand Theft Auto Enhanced, etc...etc...these games tend to stand up very well with time visually.
The point was that even in games that you can see the difference, RT bring other problems like: the slow resolve rt light in cyberpunk, unstable/noisy/grainy/pixelated reflections in gta, extreme performance hit that doesn't justify the visual upgrade and most importantly the cost of the hardware itself to run it. The gpus are too expensive as toys and people noticed the 2,5x price increase (adjusted for inflation) the last 5 years.
nguyenIf you think that game studio should cater to you only, then you have main character syndrome LOL. Oh if you think that Nvidia should double the performance every 2 year, maybe you should have doubled your salary every 2 years too? was it impossible on your side?
No need to be hyperbolic. Since the 70s we have billions of times more compute, imagine if a core i9 was that much more expensive than a 8008. Everyone here knows that progress in lithography has slowed down but that makes the price increases to stand out more.

To be completely fair there are other ways for stronger chips and the contrast between the best cpu for example of a data center compared to the best consumer cpu is HUGE. Go back in time a see how close they were like in the core 2 duo/core 2 quad era vs the best xeons at the time.
Posted on Reply
#39
nguyen
YouseethisThe point was that even in games that you can see the difference, RT bring other problems like: the slow resolve rt light in cyberpunk, unstable/noisy/grainy/pixelated reflections in gta, extreme performance hit that doesn't justify the visual upgrade and most importantly the cost of the hardware itself to run it. The gpus are too expensive as toys and people noticed the 2,5x price increase (adjusted for inflation) the last 5 years.

No need to be hyperbolic. Since the 70s we have billions of times more compute, imagine if a core i9 was that much more expensive than a 8008. Everyone here knows that progress in lithography has slowed down but that makes the price increases to stand out more.

To be completely fair there are other ways for stronger chips and the contrast between the best cpu for example of a data center compared to the best consumer cpu is HUGE. Go back in time a see how close they were like in the core 2 duo/core 2 quad era vs the best xeons at the time.
The RT reflections in CP2077 looks miles better than Psycho SSR Reflections and cost like 10% FPS, the benefits far outweight the con (when you have enough FPS). RTGI in Metro Exodus Enhanced and Witcher 3 look great too. Furthermore if you use DLSS 4.5 with DLAA on these old games, they look like a remastered version of themselves LOL.

GPU cost too much? According to whose perspective though, all data I have seen like Steam Hardware Survey and Jon Peddie Research show people are buying Nvidia GPU just fine.

Anyways even PS5 let you choose between RT @ 30FPS or upscaled No RT @ 120FPS, they give you the choice between visuals/FPS, ain't that a good thing ;).

If you want to complain about slow progress, you are pointing at the wrong company though, look at Intel and AMD with their CPU and Radeon Team
Posted on Reply
#40
Apocalypsee
nguyenLOL, there have been plenty of titles in the past 8 years that you can play with Ray Tracing at acceptable FPS on the 5060Ti, notably Cyberpunk 2077, Metro Exodus Enhanced, Witcher 3 Next Gen, Grand Theft Auto Enhanced, etc...etc...these games tend to stand up very well with time visually.

Sure you like FPS more than accurate lightings, but you are not the only audience that game studio target. Game studio will make sure that their games will cater to all gamers, so there you have games without RT, with RT and Path Tracing.

If you think that game studio should cater to you only, then you have main character syndrome LOL. Oh if you think that Nvidia should double the performance every 2 year, maybe you should have doubled your salary every 2 years too? was it impossible on your side?
You don't own the card how do you know? YouTube videos? I own the game and know the performance on this card. Visually, rasterized already looks damn good on these titles it just renders the performance loss of ray tracing unnecessary.

You don't see the broader side of things, especially with UE5 based games it plays poorly because most game devs take the shortest route on optimizing their game. Just go watch Threat Interactive videos they explain in great detail what's the problem with modern games.

The only person who have main character syndrome is you. I mentioned regarding performance of games and transistor budget whats the relation to my salary? Out of ideas how to counteract my point? With how games is made nowadays I wanted to spend less and less on computer hardware and move on to better hobby which I already did.
Posted on Reply
#42
Dr. Dro
Vayra86The thing you can't seem to understand is that a lot of people exercise their own agency on what they think is worth investing in.

Others follow the herd and tell the world around them they're pioneering a new tech while in fact they're just maniacally following the marketing from a certain company ;) They're all over it: every driver, patch, piece of content that contains it, it gets carefully analyzed and omg its different! Must be better! We've seen the discussion about upscaler, RT methods etc ad infinitum: its NEVER about gaming or the actual game, its about the pixels. Since DLSS1 we've seen the same promotors (like you) carefully analyzing the thing. Its not gaming, it literally has nothing to do with it. You're tweaking the image. There is no question the focus here is different from what most people do when they're gaming. And that's fine. But it ain't about gaming.

I'm a gamer, not a pixel analyst. Its really simple, I've not been convinced yet this is something I'm actually missing out on. I don't miss a thing. The games are completely skippable, the cost is too high, and the visual improvement is always accompanied with major drawbacks.

Its just a shit deal and the market being cornered doesn't help its adoption either, because the price is not only performance cost, but actual $$$. Its just not worth it; the economy doesn't check out, and the proof is in the pudding if you look at the GPU market and performance relative to graphical prowess.


Exactly.

We've ground to a halt instead. Even the GPUs barely get more powerful, but the same promotors of RT are still saying all is well, we'll get there! Soon!

I remember similar voices saying 'crypto will get to something better than speculative goods!' 'Soon!'

Some people never learn.


Ah yes, if DF says its better you sheep along. What's new? I'm glad you're clearly having fun about your own comment though. Or are you laughing at yourself?



But of course it is - if its not economically sound, humanity tends to either not do it, or creates a system to make it economically sound. VR is a great example, happening live and ongoing. It will probably keep struggling for a while longer while it diminishes entirely, or finds its purpose in some niche market.

I haven't seen economically sound yet. I do see humans getting forced to admit to the former, and its pretty clear gaming nor RT will be successful riding on a tiny bunch of happy few that promote RT. The technology's success rides completely on its ability to drive down cost, not just for developer workflows, but for the gamer too.
Go back to 2009 when Windows 7 came out and RT entirely aside, the GPU technology of today would sound just as arcane. This is a defeatist mindset, which is why I simply cannot agree with you. Nobody ever got anything done with that train off thought.

I'm a gamer too. But I'm also a tech enthusiast and I love to see the advances in technology that makes games possible.

I can't even call myself an "analyst". Of my favorite games one still runs on FSR 2, the other on DLSS 3.7 (and can't be upgraded due to anti-tamper) and 3 of the other most top played games for me don't support upscalers at all.
Posted on Reply
#43
Vayra86
Dr. DroGo back to 2009 when Windows 7 came out and RT entirely aside, the GPU technology of today would sound just as arcane. This is a defeatist mindset, which is why I simply cannot agree with you. Nobody ever got anything done with that train off thought.

I'm a gamer too. But I'm also a tech enthusiast and I love to see the advances in technology that makes games possible.

I can't even call myself an "analyst". Of my favorite games one still runs on FSR 2, the other on DLSS 3.7 (and can't be upgraded due to anti-tamper) and 3 of the other most top played games for me don't support upscalers at all.
Go back to 3Dfx and see how this has panned out with proprietary, or driven by a single company support.
Posted on Reply
#44
Apocalypsee
Vayra86Go back to 3Dfx and see how this has panned out with proprietary, or driven by a single company support.
People tend to forget that we have standards now, Microsoft releases DirectX 12 Shader Model 6.9 for GPU manufacturer to follow, not just blatantly use RTX branding for their own GPU to use.
Posted on Reply
#45
95Viper
Stick to discussing the topic.
Stop discussing each other.
Be civil in posting and follow the Guidelines when posting.
Posted on Reply
#46
nguyen
Capcom has already built Path Tracing into their RE Engine a long time ago, it was so that devs can imitate the effects using rasterizations, gamers could enable Path Tracing in games like RE 2/3/4 remake using dev console (albeit without Denoisers or Ray Reconstruction).

With RE9 and Pragmata, Capcom has made Path Tracing available to gamers. It's obvious that all the rasterization fakery using Path Tracing as reference does not come close to the actual Path Tracing.

To the naysayers, better visuals don't come for free, it will cost money, either with a more expensive GPU or more expensive game (game cost more with longer development time = higher price)
Posted on Reply
#47
KLH Techsystems
Vayra86The only thing driving RT here is Nvidia that wants to sell GPUs.
Are AMD and Intel any different? They're all corporations, any developments they make for GPUs are so... they can sell GPUs and make money.
Vayra86And yeah like you say, if the Real Time CG's artist's priorities shift to their own focus of interest, I don't think that's in service of gaming either. The artist works in service of the game. We all know what's driving this: games are supposed to become fast food joints. You McDrive a title, play it for a few hours, and move on to the next one. Consume consume consume... So they use a toolkit that delivers them results quickly, and they optimize their own workflow at the expense of your and my hardware.
I'm still playing DOOM: The Dark Ages. A game that, at least by the developer's own claims, would have been much more difficult to make without real-time ray tracing. And if the DLC is anything like DOOM Eternal's DLC, I'm going to be playing it for hundreds of hours. The inclusion of ray tracing does not mean a game is throwaway entertainment.
Vayra86Don't drown in the new abbreviations that need to keep getting made up to somehow portray an illusion of progress. RT isn't progress. Its devolution. You can cook your perfect lighting ahead of time, lose a sliver of dynamic capability, and have 3x the performance showing the exact same thing. Its just that simple.
That sliver of dynamic capability is only relative to what we have now. We just haven't had a game that really explores the possibilites of that yet.

Which brings me to my own conclusion on this: NVIDIA's push for real-time ray tracing is orthogonal to the main concern, which is diversity of games. As far as I can tell, NVIDIA GPUs are still mostly CUDA cores, with RT and tensor cores a small portion of each chip. They didn't become incapable of playing raster-only games, nor did AMD/Intel GPUs suddenly cease to exist. There's nothing stopping any given developer from making a high-quality, raster-only gameplay-focused experience.

Rather than decrying the very existence of RTRT technology, I think we should be advocating for developers to continue to make games across the entire fidelity and performance spectra. I, for one, have enjoyed quite a few games at the extremes of those.
Posted on Reply
#48
shuffy_losys
Vayra86Don't drown in the new abbreviations that need to keep getting made up to somehow portray an illusion of progress. RT isn't progress. Its devolution. You can cook your perfect lighting ahead of time, lose a sliver of dynamic capability, and have 3x the performance showing the exact same thing. Its just that simple.
And when you do, you've now limited the scene of the game to just that lighting, which will limit what you want to get out of the game. If you're fine with those limitations, then sure, baked-in lighting will work fine. But if you want a game with a day/night cycle and believable lighting (like say, being able to shoot out lights so you can make it dark), that no longer works. Or you could make it work by pre-rendering enough textures to cover all of the lighting cases you want, but now you've eaten into the texture budget.

In addition, this only covers direct and global illumination. This does nothing for object-cast shadows and other optical phenomena like reflections. Shadows are always going to be a pain point because all of them require essentially re-rendering the scene from every light source that casts a shadow (and you want light sources to cast shadows, right?). With reflections, we've had cube maps, but that only works with static scenery. There's screen-space reflections, but when it fails (and it fails a lot), it becomes a distraction. Earlier real time reflections (like rear view mirrors in racing games) require re-rendering the scene, often with reduced image quality so the performance hit isn't as high.

In any case, raster rendering's goal has always been to get as close to ray tracing as possible, because ray tracing is considered the ground truth. But raster rendering has to cheat a lot, and at some point, the level of effort it takes to cheat is going to cost as much as doing the actual work.

One thing that ray tracing provides the graphics side of things is that it takes away the complexities of dynamic lighting entirely. There's a lot of things you have to worry about when you do dynamic lighting in raster rendering to avoid tanking performance, the biggest one is giving dynamic lights an unrealistically short range for certain things like shadow rendering. Raster rendering's performance cost is how many objects and how many lights there are, which means the more complex you make the scene, the more it'll cost to render it (duh). Ray tracing's only cost is how many rays you want to cast. It doesn't matter how many things are in the game world.

Also I find it a little unfair to dismiss real time ray tracing because a bunch of tech around it keeps popping up. It's effectively eight year old tech. Lighting from raster rendering has had at least 30 years of refinements. And boy howdy, if you think all this stuff popping up about ray tracing is bad, maybe you should have a look at how the sauce is made for a modern, raster rendered game.
Posted on Reply
#49
Vayra86
shuffy_losyseffort it takes to cheat is going to cost as much as doing the actual work.
No, no, the effort it takes to cheat and deliver us playable performance while doing something that is 'good enough', is developer time and therefore money that studios don't want to spend - that's something other than ingame performance. And they don't want it, because somebody said they didn't have to anymore. And that's when the 'developer' emerges that just wants to be a lazy bum. Load his CAD designs into the engine, touch up a few things, plonk into game. Fuck how it looks, 9 to 5 job done, let's go home. That's where the UE5 shit performance game suite originates from. I hate its guts and I won't spend a penny on anything that clearly smells and works like that.

They fork the expense over to your and my GPU price, and as a consequence, its availability... and eventually everyone's shooting themselves in the foot. The games run like shit, gamers get disgruntled and Nvidia gets rich.

That is all this is. It doesn't look radically different, it doesn't do things we couldn't do before. It just automates a workflow with the promise of improved accuracy, but comes at an immense performance cost.

Its remarkably similar to the slop you get when you let AI do your coding. It's functional, but in no way a high quality thing that was clearly spent time and attention on. It feels like a McDonalds burger. You'll eat it and it won't come back out directly, but its an empty shell and you're hungry after an hour again. But hey, it was cheap to make, so there's more budget left to spend on... stuff you'll never see.
KLH TechsystemsThat sliver of dynamic capability is only relative to what we have now. We just haven't had a game that really explores the possibilites of that yet.
Take a moment to think of why that hasn't happened yet when clearly the technology is available and all it is supposed to take is a bit of effort. We're over 8 years into this RT bullshit. When is this 'happening' in your mind? If it were, it should have by now.

As for 'developers' own claims on DOOM... consider that is Bethesda you're talking about, the company of pathological liar Todd Howard and stuck in limbo for about a decade now, as they got bought up, and has been running an ID Engine that has always had all kinds of dynamic capabilities without the use of RT. Its complete and utter bullshit you can't get dynamic capability without RT. We've always had it - even UT99 had realtime reflective surfaces already, dynamic lighting, etc. Multiple older consoles have been showing us all of that, too. There's nothing new here.
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Nov 12th, 2026 00:24 CST change timezone

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