Nvidia's new tech is a poor imitation of true ray tracing

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Nvidia's new tech is a poor imitation of true ray tracing
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Ray tracing isn't a switch you can flip to make any game look futuristic

, or require you to sign up to somebody’s Patreon for the pleasure of adding it to Minecraft or GTA V, well – it kind of is. Because not all ray tracing is born equal.

In its highest fidelity and most engine-integrated form, ray tracing transforms many elements of the scene in front of you, including reflections and the way light diffuses and refracts off surfaces. We might not all recognize what’s happening on a technical level or how, but generally, we look at something like Quake II RTX and go:"That looks quite a lot better now."

That kind of ray tracing implementation usually requires the game engine to inject the ray tracing. It has access to all the information about a scene – where the surfaces are and what they’re made of.. The clue’s in the title here: ‘screen space’. Instead of simulating the path of every possible light source in a scene, SSRTGI only worries about the bits the player can see. The benefit of that approach, like all screen space effects, is that it’s much less resource-hungry than a global version.

While there’s usually wisdom in the efficient approach, in the case of ray tracing, cost saving isn’t really an option: the complex subtlety of light’s behavior defines the technology. The effect is lost if you don’t capture the secondary and tertiary bounces off surface after surface. Without it, you’re left with a visibly less impressive image.

You’ll see this for yourself if you mess around with SSRTGI. I don’t know about you, but my Skyrim and Witcher 3 installs are already so modded that

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