Originally Posted by TFL Replica
Raytracing in games won't be green team exclusive forever.
Very true. Tracing is not going away.
From the attachment in OP it seems there is a path tracer and full reference GI path tracer.
But how fast is that going to run...
The great thing about PT is that it doesn't care what it's rendering it runs almost always the same performance unlike traditional rendering cheats that go up and down in performance like crazy depending on scene and implemented effects.
With tracing it's all about how many bounces, how many samples and it doesn't really care what it hits if it even hits anything.
Metro definitely looks nice with tracing even if all the tracing it does is for GI. Where as on BFV doing reflections only is pretty much a huge waste.
Personally I can's stand SSAO, HBAO, HDAO, all these fake AO and turn them off, it looks disgusting and fake to me, inaccurate fake shadows annoy me in games. So having traced GI is a nice step forward from my POV with better lighting and shadows. Sometimes AO at reasonable low levels and good implementation is OK but many games implement it in a way that pops up to me immediately as fake and inaccurate. And Voxel AO or GI is still rare to find in games and supposedly not performance cheap to do either.
AMD will have hardware accelerated tracing just not with Navi, maybe not even the next Architecture but it should be possible to add it to that one if they want to.
I'm running Q2VKPT Vulkan path tracing on 417 drivers, don't need 418. Maybe only BFV and Metro are picky with it's DX12 and need 418?
ULMark/RIP 3DMark is a joke benchmark at this point considering how much influence hardware developers have over it. The "DLSS vs one of the crappiest AA/TAA I've seen made" benchmark putting a final nail in their coffin of any credibility.