kareem_nasser wroteThe 3 examples you gave are normal for tech still in its infancy in realtime rendering, thus still only implemented mainly on reflections and illumination. For full on graphics rendering in ray tracing it will take years if not a decade (more typical TFLOPs number increases are declining). The next generation of consoles, given that they will include some form of hardware for ray tracing, this will give the tech a boost on the PC market. Since from the previous generation and cross platform development is a thing, especially that some AAA titles are primarily developed on consoles, along with their rendering technology and toolkits.Tech Guru wroteTo me it is fake:kareem_nasser wrote
Nothing beats hardware based acceleration, but i wouldn't call it "Fake Real Time Ray Tracing".
They Used canned cubic maps - like old rasterization. SVOGI trace cone, not rays and has its own limitation that's why it's considered a different thing from raytracing. CryEngine does lighting and reflections with voxels (SVOGI). Voxels have been researched and used in other methods as well like VXAO or VXGI. The way how the voxel data structures are built and handled puts them halfway towards ray-tracing in principle. It has many limitaions compared to real time raytracing seen in
BFV - Reflections
Metro Exodus - Global Illumination
Rise of the TombRaider & Call of Duty Modern Warefare
The PS5 will have a 2070 kind of performance , which is technically aame 1440p machine or with native 2160p 30fps Medium setting and checkerboard 8K 30fps medium settings. A little underwhelming for a Q4 2020 holidays window release. Most probably it will take a hybrid " software - hardware" approach , as AMD is developing now, to tackle real time rendering. I suspect a lot of short-cuts and tricks will be used to reduce the computational power needed.