Ray Tracing is MANDATORY Now
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Purchase your next drive from Server Part Deals at serverpartdeals.com or use code ltt5off for $5 off any order Yep it’s true, Indiana Jones and the Great Circle is the first game that was developed from the ground up to use Ray Tracing… not just as an OPTION to make the lighting a little more realistic… but as a core - REQUIRED - component of the game. Does that mean every game’s FPS is gonna suffer? Or are we going to enter a golden age of Ray Traced Bliss where we can no longer tell the difference between reality and the metaverse? Do we all need NEW Graphics Cards? Huge Thank you to these creators for allowing us to use their footage: Branch Education - youtube.com René Kern - @ReneKern_TUClausthal Hardware Unboxed - @Hardwareunboxed Nvidia - youtube.com Unreal Engine - @UnrealEngine Game Developers Conference - @GDCFestivalofGaming IGN - @IGN Paper on Path Tracing from Pixar - graphics.pixar.com Buy a NVIDIA GeForce RTX 4090 Graphics Card: geni.us Buy a NVIDIA GeForce RTX 2060 Graphics Card: geni.us Purchases made through some store links may provide some compensation to Linus Media Group. Discuss on the forum: linustechtips.com ► GET OUR MERCH: lttstore.com ► GET EXCLUSIVE CONTENT ON FLOATPLANE: lmg.gg ► GET A VPN: piavpn.com ► SPONSORS, AFFILIATES, AND PARTNERS: lmg.gg Purchases made through some store links may provide some compensation to Linus Media Group. CHAPTERS --------------------------------------------------- 0:00 Intro 1:09 Testing a game that REQUIRES Ray Tracing… 4:02 What is the difference? 7:18 Why are Developers ANGRY? 10:01 But what about the FUTURE? 11:45 There is HOPE!
Ray Tracing is presented as the new standard in modern games, with the host discussing how demanding real-time ray tracing has become and what it means for hardware and game design. The video opens by setting up a practical experiment: two test systems, one using a high-end RTX platform and another on a lower entry point, to evaluate whether ray tracing is truly a mandatory feature or a progressively accessible technology. The host explains the difference between path tracing and traditional rasterization, highlighting how ray tracing can drive realism through reflections, lighting, and shadows while also noting the performance costs and VRAM requirements involved. Throughout the segment, the discussion pivots to developers' perspectives, including potential savings from pre-baked lighting versus the ongoing costs of performance optimization on current GPUs, as well as how DLSS and other AI upscaling methods factor into maintaining playable frame rates. The narrative emphasizes that while ray tracing has become more relevant, the transition is iterative, with early generations showing mixed results and industry players exploring optimized techniques to balance image quality and throughput, particularly in dynamic lighting scenarios and open-world environments. The host concludes with a cautiously hopeful view, arguing that although the transition will take time, ray tracing is not going away, and future hardware improvements coupled with smarter rendering techniques will eventually broaden accessibility and lead to better, more consistent experiences. The segment ends by underscoring the complexity of the current ecosystem, acknowledging the costs and vendor messaging while painting ray tracing as an inevitability that will mature with continued tool development and game-engine support.
Topics · technology · gaming · hardware · graphics · artificial-intelligence · video-games · rendering · computing