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AMD Shares Reminder of Radeon RX 7900 Series & FSR 2 Maximizing Ray Tracing Performance

Maybe they could remind me that my 6750 XT can play games. After spending the last two hours in Kingdom Come: Deliverance, I wouldn't know. :roll:

I really don't understand AMD's marketing team sometimes.
Yeah same.

Though ANY noise is better than no noise, I suppose. Perhaps that's what they thought as well. I don't know. I did like their VRAM dig at Nvidia, that one was bullseye and I think it'll put a dent in those green sales, even if they don't gain much for Red, it'll definitely stop people from impulse buying anything with 8~12GB. Ironically including AMD's 7000 series with similar VRAM :) And it doesn't get better there either for AMD because they're still advertising how they can bring 16GB at +- 500 bucks today with last gen cards.

Cannibalism is the new marketing I guess

Can you tell the difference between 4K High and Ultra? When you are in a firefight in CP2077 does RT come to mind? It's too bad the narrative is what it is though as I get enough FPS naturally to enjoy the Game as is. I definitely do not feel that I need to use upscaling with my card and there is no Game that does not play well on my PC. If these technologies were so necessary we would see them in Games that you could appreciate it like RTS, ARPGs and 4X Strategy. In those Games you have time to look at the screen and see the work of the creators. Where I see upscaling work is cards that are budget or mid range and that includes APUs. .
Honestly I tried RT now in many games and not even Cyberpunk path traced impresses me enough to sacrifice 80% perf for it. Yes, some lights move differently when you walk around. Is it objectively better? No, I can't say that it is. Its different. It is, most of the time and especially in Cyberpunk, not realistic, and not improving immersion either. It tries hard to stand out with overly reflective surfaces, everything is mirror polished, it looks damn right near ridiculous to me.

After Cyberpunk I entered one of those vaults in Horizon Zero Dawn. Metal all over the place, almost everything is reflective and lit dynamically. It all just works, the scene, the lighting and shadows and all those differently reflective metals. I double check to find RT options in the menu. None available.

I'll stick to rasterized graphics/performance as a metric, and that ain't changing soon. This whole RT push is a solution looking for nonexistant problems, all it takes is one skilled dev studio that is willing to invest time in building nice things, to make all those fancy RT effects a complete joke. 'But devs ain't got time for that'... Oh? I think corporate ain't got time for that, but we don't need corporate to bring us good games, I think we have living proof of that on the daily. People oughta wake up.
 
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After Cyberpunk I entered one of those vaults in Horizon Zero Dawn. Metal all over the place, almost everything is reflective and lit dynamically. It all just works, the scene, the lighting and shadows and all those differently reflective metals. I double check to find RT options in the menu. None available.

When the devs capture the prebaked lighting correctly and don't make any major changes to the scene, the final image is not that far off from a raytraced one. There are many examples. It's not dynamic but as a static image is 99% the same as a raytraced one.
But the thing is that only a few studios have the budget to do that. To design, render, make changes the director wants, render again and finalize (simplified description obviously).

The lighting is the most important factor for the immersion in a game for me. And RT is the solution when devs don't have the budget/time etc. to bake and finalize it correctly.
 
When the devs capture the prebaked lighting correctly and don't make any major changes to the scene, the final image is not that far off from a raytraced one. There are many examples. It's not dynamic but as a static image is 99% the same as a raytraced one.
But the thing is that only a few studios have the budget to do that. To design, render, make changes the director wants, render again and finalize (simplified description obviously).

The lighting is the most important factor for the immersion in a game for me. And RT is the solution when devs don't have the budget/time etc. to bake and finalize it correctly.
Ironically the only games where we see RT of any kind is AAA and big budget, instead :D

Indie isn't going here, and for all the right reasons. It'll make their 'playable on a toaster'-game with immense potential target audience that much less attractive for that entire audience because they simply can't benefit from it.

So while I agree with the theory, the practice isn't quite there yet, and this is all closely connected not to developer intent, but mostly to hardware in the market/among consumers. We're in the third gen of RT cards now, and the hardware situation practically hasn't budged even a millimeter; almost every Turing card is unfit for RT to begin with, and anything below 3080/Ampere levels much the same. Below that perf level the only games with playable RT use it just for GI or one other effect, keeping the RT load at a minimum... and defeating the purpose.

We'll get there eventually... surely... but when? Another five years? Ten?
 
The first time I saw Spiderman on my Nephew's PS4 I was blown away. When the Game was released on PC once again I was blown away. The thing is he was playing on a 720P screen.
 
Not all games have implemented RT in a beneficial way.
Although I like CP77 a lot, some assets/models/design decisions may look weird no matter if you use RT, PT or none of them.
Also gamers probably expect RT to transform the game in different way (taking also into account the performance cost). That's not correct and obviously it's normal for them to say that i get 60% less fps for a better shadowing etc. Most gamers may not even realise the difference.

I know what to expect, I understand how difficult and costly is for this detail to be calculated, I know I want that detail and am willing to pay for that.

I forgot to mention something else. Apart from the lighting which is a major factor in gaming image for me, the other one is the animation. And I could say that the AAA console games are miles ahead of any PC game.

So, ok the lighting may not be correct etc. but the animation in God of War, TLOU, Spiderman, Uncharted, Horizon Zero Dawn etc. is oh my god! and that's noticeable to all gamers, they like it and most likely would pay more for that.

On topic though, these reminders are worthless. AMD should advertise in the social media the real advantages of the 7900s. Price and real performance in games.
The performance is there but the prices are not.
 
Honestly I tried RT now in many games and not even Cyberpunk path traced impresses me enough to sacrifice 80% perf for it. Yes, some lights move differently when you walk around. Is it objectively better? No, I can't say that it is. Its different. It is, most of the time and especially in Cyberpunk, not realistic, and not improving immersion either. It tries hard to stand out with overly reflective surfaces, everything is mirror polished, it looks damn right near ridiculous to me.

After Cyberpunk I entered one of those vaults in Horizon Zero Dawn. Metal all over the place, almost everything is reflective and lit dynamically. It all just works, the scene, the lighting and shadows and all those differently reflective metals. I double check to find RT options in the menu. None available.

I'll stick to rasterized graphics/performance as a metric, and that ain't changing soon. This whole RT push is a solution looking for nonexistant problems, all it takes is one skilled dev studio that is willing to invest time in building nice things, to make all those fancy RT effects a complete joke. 'But devs ain't got time for that'... Oh? I think corporate ain't got time for that, but we don't need corporate to bring us good games, I think we have living proof of that on the daily. People oughta wake up.
What some people seem to forget is that it's not individual graphical effects that create immersion, but the overall artistic view and gameplay. Minecraft with RTX is still just Minecraft.
 
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