Watch Dogs Legion raytracing trailer

Stoly

Supreme [H]ardness
Joined
Jul 26, 2005
Messages
6,713


Looks nice, but it doesn't look like objects cast shadows and water doesn't splash.
 
I didn't notice anything looking nice with those floaty feet all in my face... damn even zelda 64 did a better job at that...
 
Gotta say I barely noticed a difference with RTX on in that game. Doesn't seem like they really put much effort into it.
 
Looks like the clarity slider in Lightroom has been pushed to 100%.
 
All I'm seeing are a bunch of unrealistic mirror-like reflections and shinies. This is not realistic lighting at all IMO.

That seems to be what Ray Tracing is going to be doing for now. In general this is how it often is with new graphical features. They start overdoing them to show off the effects and the initial implementation isn't very good. Remember HDR for Half Life 2? Was far over done and it started an era of games that shifted from light to dark far too quickly. Same with Physx sparks and smoke.

Give it 2-3 years and things will start looking more sensible and GPUs will become faster to allow it to be implemented in a more organic way. They're probably emphasizing puddles because it is easy to make the game look good when disabling it which most people have to do due to insufficient hardware.
 
There's barely any difference. Quake 2 RTX lighting is better.

water is cool again? What is this, 2004?
 
Still trying to catch up to the Unreal Engine Samaritan Demo, from 8 frickin years ago:



and look, actual shadows on the street, makes a difference, eh?
 
apples to apples wasn't the point... it's mostly a response to why all the "wet" scenes, how it didn't need raytracing to look good but some other simple techniques can help add to the cinematic feel, oh and shadows are actually important too...
 
It looks okay...I guess? Reminds me a lot of the hype Nvidia put behind BF5's RT stuff. The reflections look nice, but they seem overdone and way too clear to be realistic. The RTX off scenes had much less of an uncanny valley effect on the world. The lighting didn't do anything for me either. It didn't look any better than non-RT games that have good lighting effects. If Legion is playable at 1440p over 60fps with RT on I'll use it, otherwise it doesn't seem like I'll be missing anything if I need to turn it off to get decent performance.
 
I would rather enjoy puddles that actually splash than mirror like ones as far as "permanent wet streets" goes.

And I have never seen such perfect reflections from puddles in the street, they really need to take a step back right there.
 
  • Like
Reactions: Youn
like this
I would rather enjoy puddles that actually splash than mirror like ones as far as "permanent wet streets" goes.
And I have never seen such perfect reflections from puddles in the street, they really need to take a step back right there.

Every FPS will take place in Portland in the next two years.

They're in a pickle, I realize. There are aspects of RT which have a bigger splash (pun intended) than others. Reflections are a big noticeable thing, so they have to market that aggressively.

I personally am more interested in the more subtle things, which don't make a huge impression in a screenshot. Just having a really solid lighting model free of fakery is really cool. The problem - fakery is really good these days. There are telltale signs if you know what to look for (prenumbras, self-shadowing, ambient occlusion tricks, etc).
But - most people don't care. Especially people not already in the "ultra" settings circle to begin with.

Still - a neat time in evolution, and as others have said, it feels like the dawn of the HW T&L introductions in many ways.
 
Last edited:
The main thing I noticed in all the RTX demos is that all streets must now be wet, in all games.

An occasional reflecting puddle can be cool. Definitely WAY overdone here. I have no problem with wet streets, but it should mostly just be wet textured pavement, that pick up the colors from lights. Also streets typically don't pool water like that. They have crowns/slopes and rain gutters for a reason.

There is a thread about the prevalence of RT water puddles in games:
https://hardforum.com/threads/so-everyone-is-doing-the-water-puddle.1985596/
 
And I have never seen such perfect reflections from puddles in the street
They exist
https://proxy.duckduckgo.com/iu/?u=https://best-wallpaper.net/wallpaper/1920x1080/1801/City-night-street-puddles-water-lights-Prague-Czech-Republic_1920x1080.jpg&f=1
but yea, normally things aren't that flat or clear (they'd look better if darkened a bit)

I think another part of the problem is, when you start to diffuse the light more it just looks too noisey or artifact-ey, and not much better than nonRT reflections, so keeping it relatively "flat" at least provides some perceived usage
 
Anyone else remember reflections in Blue Shift... that was slick stuff
62575-HalfLifeBlueShift.jpg
 
They exist
https://proxy.duckduckgo.com/iu/?u=https://best-wallpaper.net/wallpaper/1920x1080/1801/City-night-street-puddles-water-lights-Prague-Czech-Republic_1920x1080.jpg&f=1
but yea, normally things aren't that flat or clear (they'd look better if darkened a bit)

I think another part of the problem is, when you start to diffuse the light more it just looks too noisey or artifact-ey, and not much better than nonRT reflections, so keeping it relatively "flat" at least provides some perceived usage

Definitely. Undisturbed puddles are great mirrors:
https://blazepress.com/2016/02/phot...l-world-hidden-within-the-puddles-of-toronto/

It's more a case of too many damn puddles in these new demos.
 
Back
Top