RT is for lazy devs to not have to deal with actual artistic implementation of “rasterized” lighting.
Everything seems to be benefiting devs more, tools are easy to use, assets are easy to obtain, etc… At the cost of performance and “sameness” in many UE5 games especially as many games use the same assets from the store. (there are exceptions though).
Lighting in games just have to look convincing, I’m not analysing if the light is the correct shade, if shadows are the correct shape, etc… while playing.
What I notice is pop-in, flicker, shimmer… Even in those beautiful RT games this still irks me a lot.
Yes, and ray tracing helps with that, a lot. You don’t actively analyze light shades but you intuitively notice when they’re off. Like when you notice flicker or shimmer when there shouldn’t be any.
RT is for lazy devs to not have to deal with actual artistic implementation of “rasterized” lighting.
Everything seems to be benefiting devs more, tools are easy to use, assets are easy to obtain, etc… At the cost of performance and “sameness” in many UE5 games especially as many games use the same assets from the store. (there are exceptions though).
Lighting in games just have to look convincing, I’m not analysing if the light is the correct shade, if shadows are the correct shape, etc… while playing.
What I notice is pop-in, flicker, shimmer… Even in those beautiful RT games this still irks me a lot.
Yes, and ray tracing helps with that, a lot. You don’t actively analyze light shades but you intuitively notice when they’re off. Like when you notice flicker or shimmer when there shouldn’t be any.
unless they are badly done or very basic then no, I don’t
This is literally true for any context and has nothing to do with what I said…?
IDK if I expressed my self so badly but it was a direct reply to your comment on ligthting and my reply was in context to that
It just sounds like you’re saying “badly done things are bad”, which is universally true. Maybe I’m reading it wrong.