Along with optimised RT prefs.

Ray-traced direct lighting essentially adds RT shadows to all light sources.

This is linked to another problem: not every object casts shadows.

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RT shadows often do not animate, for example.

This particularly jarring on elements like vegetation, but it’s not an issue in this game.

At the surface level, this has all the advantages of other RT reflection implementations in other games.

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Without RT, reflections are calculated using information within screen-space.

The presentation of the reflection can also be influenced by variations in the glass itself.

The RTX 4070 is now outperforming the 3080 by 26 percent.

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Reflections in motion are much better reconstructed than the standard denoiser, with the standard denoiser smearing by comparison.

Another aspect I want to see improved in ray reconstruction is its tendency to over-sharpen.

The lower the internal resolution is, the more obviously it presents.

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Lower DLSS presets make it more obvious and give the game a posterized look in certain lighting conditions.