Actual games obviously won't be full of mirrors/shiny surfaces like the demo, but that just shows that RT in next-gen titles is more than possible. Aesthetically sure, it's not impressing, it reminds me of the very first glimpse of current generation that KZ:SF gave us, but tech wise it's on a whole new level. So with that being said, this AMD demo is basically full of mirrors, with infinite light bounces back and forth, and it just runs, in real-time. Now reflections, this is where the hardest part starts, this if what puts BF5 or Controls on their knees, it's simply THAT demanding, the only more demanding calculation is a fully ray traced scene, but that's Hollywood stuff made on tens of thousands of CPUs. ![]() ![]() Shadows require quite moderate processing power, and as shown in CoD:MW, if all RT capabilities will go solely on that aspect, we can bet basically perfect shadows with little to o performance penaty, as a 2080Ti still runs the game at 4K60 or 200-240FPF at FHD. Tech-demo homepage Tech-demo Download (735MB) I tested the demo on a GeForce RTX 3060 Ti + Ryzen 7 5800X. GI is obviously more demanding, as shown in Gears 5 or Crytec's demo, it can as well be a software solution running on shader processors, but moving thise calculations on RT cores greatly increases the performance. Going from left to right, an RT-based audio requires little-to-no processing power, literally.
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