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The main thing I noticed in all the RTX demos is that all streets must now be wet, in all games.
All I'm seeing are a bunch of unrealistic mirror-like reflections and shinies. This is not realistic lighting at all IMO.
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?
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.
Given how “well” this is going over it may not be...Watch Dogs is still a thing?
The main thing I noticed in all the RTX demos is that all streets must now be wet, in all games.
They existAnd 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