Control RTX/Raytracing PC Analysis

Attempting to do anything remotely resembling accurate full-world reflections without RT would have a signifiantly greater performance hit than RT implementations even on todays DXR hardware. The difference is that with RT most lighting effects are both easier to implement and inherently accurate. For instance almost all modern efficient implementations of traditional reflections rely on pre-baked cube maps, which are only useful for static worlds, and don't capture anything that's moving, animated or dynamic, which of course includes player models, other lighting effects and particles. In order to simulate reflections of moving objects you basically have to render the scene twice, so this is often done super selectively, with all sorts of other tricks thrown in to try and law back performance(The simplest being rendering "PIP-style" reflections at a fraction of the resolutions and then scaling and blurring them, which you can get away with for dirty surfaces).
 
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