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Ghostrunner gif
Ghostrunner gif









ghostrunner gif
  1. #GHOSTRUNNER GIF FULL#
  2. #GHOSTRUNNER GIF PC#

I know that it uses horizontal FOV by default, rather than vertical, for some stupid reason. So many games built on UE4 seem to get those two things wrong - likely due to "bad defaults" for the engine. Honestly, the thing that excites me the most about this is being able to fix the FOV on ultra-wide monitors, and hopefully disable mouse acceleration. They aren't doing A/B comparisons while looking at garbage bags.įor most people, I would say that the effects of RT -unless they are dramatic- only serve to make the image subtly more natural in a way they are not actively aware of.

ghostrunner gif ghostrunner gif

Here's the thing: no-one else notices this.

#GHOSTRUNNER GIF PC#

We already saw that problem this generation, where certain games that were only built for 30 FPS really struggled to even hit 60 FPS on most PC hardware despite a far greater than 2× difference in hardware capabilities. My other concern is that games built to run at 30 FPS with RT on console hardware are not going to easily scale to higher frame rates on PC. Though I'm highly skeptical of those claims (4× RT cores ≠ 4× RT performance) that's what really needed to happen first. There's been rumors that RT performance will increase 4× on Ampere, which should enable RT in games with only a minimal performance hit. I'm hopeful that a lot of this is because we're still on the first generation of RTX hardware, and RDNA2/Ampere will fix that. Ghosting and image noise are a real problem for current RT implementations. You won't have the option to disable RT unless you want a completely flat, unlit world - even if the game is not using things like a dynamic time of day.Īnd on top of the performance cost of RT, it still hurts image quality a lot right now. That makes a lot of sense, because it should dramatically improve the process of lighting an environment if it can be done in real-time without having to bake to see your results.īut there will be a point where they stop baking in the lighting after the fact. The 'problem' is that RT is going to happen whether people like it or not.ĭevelopers will move to an RT-first pipeline. Watch the trailer for another look at the upcoming FPP slasher set in a grim, cyberpunk setting of a futuristic mega-structure. Far from being perfect, but fine when the alternative is cutting the frame rate by 1/2 or 2/3 - and those are the performance-optimized solutions. Most games don't need fully-dynamic lighting, and the baked solution is absolutely fine.

#GHOSTRUNNER GIF FULL#

Minecraft impresses because it cannot have baked lighting, and using full path-tracing dramatically changes the image. People will say "now the image looks flat and gray" however that is only because the scene clearly wasn't lit using a fully ray-traced pipeline. As soon as you remove the roughness cut-off, now the image starts to look "correct" - and then adding GI completes it.īut the roughness cut-off exists because it has the biggest effect on performance.











Ghostrunner gif