Xbox Game Studios Stupidity Hate Thread Game Pass Edition

Using RT to replace traditional lighting methods for a supposed decrease in developmental time (because that's why they even made it mandatory in the first place)
Does that even work conceptually? I'm far from a 3D rendering expert, but even with all the ray tracing bells and whistles turned on, the vast majority of what's on-screen is still going through the traditional raster pipeline.
 
Does that even work conceptually? I'm far from a 3D rendering expert, but even with all the ray tracing bells and whistles turned on, the vast majority of what's on-screen is still going through the traditional raster pipeline.
You just said it.

Removing lighting from the rasterization pipeline opens up more resources for the actual graphic rendering. Raytracing can lead to massive performance gains, but it requires a new generation of GPUs to handle it.
 
Xbox PR is trying to defend their DEI hire CEO:
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Does that even work conceptually? I'm far from a 3D rendering expert, but even with all the ray tracing bells and whistles turned on, the vast majority of what's on-screen is still going through the traditional raster pipeline.
Don't have to bake any lighting information if you go entirely RT for lighting, even in fully dynamic lighting you still need to bake indirect information somehow, thus cutting storage costs and baking times and increasing iteration times. RT is only being pushed so hard because it cuts costs rather than actually improves graphics. The only good part of RT is stuff that is physically impossible with raster tricks, like correct refraction, or proper reflections (that aren't planar), or raytraced transparency to not need a separate forward pass or to deal with sorting issues. With modern RT hardware we SHOULD have perfect reflections, mirror reflections only cost 1 sample per pixel, versus diffused reflections (this includes diffused lighting like light bounce) requires more samples per pixel = denoising required and high performance cost, but all the games with RT I've played the reflections are still terrible and have screen space fallback layered overtop and it just looks bad.

I think the only game that has actually been fully pathtraced, as in not rendering anything with raster, instead casting rays to determine geometry and everything, was Quake 2 RTX
 
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