[Wccf] Atomic Heart Developer Q&A - Overclock.net - An Overclocking Community

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[Wccf] Atomic Heart Developer Q&A

 
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post #1 of 7 (permalink) Old 01-14-2019, 10:47 PM - Thread Starter
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https://wccftech.com/atomic-heart-qa...-rtx-dlss-pvp/


Quote:
Atomic Heart is not only one of the most intriguing independent games we’ve seen recently thanks to its eerie environments set at the ‘high noon’ of the Soviet Union, but also one of the most beautiful and technically advanced titles with extensive use of the NVIDIA RTX (real-time raytracing) and DLSS (deep learning super-sampling) technologies implemented in the GeForce RTX graphics cards.
https://youtu.be/1IIiQZw_p_E

https://youtu.be/hLQAmNVLIBo

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post #2 of 7 (permalink) Old 01-15-2019, 05:29 AM
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I'm looking forward to this.

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post #3 of 7 (permalink) Old 01-22-2019, 12:22 AM
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Black Mirror in Soviet Russia sounds like one of the most interesting game concepts I've heard in a while. Here's to hoping it delivers on that concept.



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post #4 of 7 (permalink) Old 01-22-2019, 12:40 AM
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RTX sure made a stark difference in the quality of the imagery.


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post #5 of 7 (permalink) Old 01-22-2019, 10:15 AM
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The one and only effect that RTX has brought to that game is the proper hall of mirrors. Typically a mirror reflecting a mirror in older games engines with no ray tracing would either refuse to compile with an error or produce that same weird effect they showed in this demo. Odd that they cant even reflect the player though. That tech has been around since at least 2000.
Everything else they showed in both videos has been available for ages on traditional lighting methods. Not impressive in the slightest. Its too bad the developers chose to not include basic lighting technology for their game just to make the difference between normal and RTX look more drastic.


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post #6 of 7 (permalink) Old 01-22-2019, 11:21 AM
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Quote: Originally Posted by EniGma1987 View Post
The one and only effect that RTX has brought to that game is the proper hall of mirrors. Typically a mirror reflecting a mirror in older games engines with no ray tracing would either refuse to compile with an error or produce that same weird effect they showed in this demo.
Everything else they showed in both videos has been available for ages on traditional lighting methods. Not impressive in the slightest. Its too bad the developers chose to not include basic lighting technology for their game just to make the difference between normal and RTX look more drastic.
There was nothing special about GameWorks™. Devs could have done all that while being platform agnostic. Where do you think all that GPU monopoly money goes? Other than leather jackets, nVidia puts a lot of it into software.

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post #7 of 7 (permalink) Old 01-22-2019, 01:47 PM
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Quote: Originally Posted by EniGma1987 View Post
Its too bad the developers chose to not include basic lighting technology for their game just to make the difference between normal and RTX look more drastic.
They probably did the minimum needed to get whatever they were going to get out of Nvidia.

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