Path Tracing in Resident Evil: Mods Unearth New Renderer in Multiple Games
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- Опубліковано 12 тра 2024
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Must be warm in that room with all those 4090s spinning
must be really nice in the winter
@@SchewpidCheeseThiefA fire in winter is sure appreciated.😙
Non ironically adalovelacr architecture is very efficient and high end projects are super dimensioned so they run pretty cool temps
@@EverythingPS5Pro You could cook your own food on it while playing.🤣
@@EverythingPS5Pro Imagine 4090 owners having the disposable income to have every room in their house air conditioned. Then imagine being able to play every game 10x faster and at highest settings compared to any PS5 console turd.
1:00 Praydog is basically the most important RE Engine modder, he's the one that created the REFramework that is borderline mandatory for anyone wanting to tweak these games, he also is the creator of the Universal Unreal Engine 5 VR mod.
Praydog seems to be doing it for the love of gaming. I aspire to regain that love.
I couldn’t tell which side is ray traced or not need more prominent labeling of content for those who seek to see your point.thanks.
PT delivers that wow effect, that normal RT promised us to bring
Yup
Yeah with ray tracing I honestly can't really see the difference most of the times. But with path tracing it really blows my mind how beautiful it makes a game overall not just lighting but also all the little details you start to see in the textures
Same, I used to sleep on RT just because if anything it barely had any visual improvement, however with PT games look astoundingly good.
@@mordor1779I can see the diff easy and I wear glasses go get your eyes check
Both are great but Path Tracing reminds you of real life. It’s like really being in a scene.
Maybe there's still a sliver of hope for Devil May Cry 5 to officially get the Special Edition treatment on PC at long last... That would be great.
The only way path tracing going mainstream is new consoles with enough power to do it. Currently only a small percentage of gaming PC's can actually use path tracing ie. 4090 GPU's and it doesnt do it that well without DLSS to help.
Its currently too niche on the PC space so it will not go mainstream until a GPU can actually use it effectively which will probably be 2 to 3 generations. I also can't see the majority of PC gamers are going to rush out and buy a very expensive GPU just so they can see realtime lighting simulation.
8:35 I initially thought Alex will say Minecraft RTX. But it’s not a triple A game though.
Only bummer about this is how Capcom is stubborn with modding recently. Maybe that could open their eyes about that and how it could be beneficial for the audience engagement. But im not that optimistic about they implement new features, based on the reaction of community over modded versions of their games. Hope im wrong, cause would be very cool see RE games with these fully ray-traced lighting
Path tracing in all games is the future. Hard to go back to baked in lighting after experiencing path tracing in games like CP 2077 and AW2
They will have to keep it an option, the vast majority are on mid/low tier systems and frankly don't care.
@@bjarnis they will keep it an option for the near future at least but everyone will have to upgrade eventually. Besides looking better path tracing will save development time if it's the only lighting devs have to implement
@@mohyari3075reality doesn't work like that, they can't "force" almost 2 billion pc gamers to upgrade to high end systems, no one will buy their games. It will stay niece until the technology has improved enough to not have a gigantic performance hit.
@@bjarnis but it will happen, as games transition to physics based rendering and more tech is developed and refined it will be the norm. what was high end will always eventually become low end
@@bjarnis nvidia won't force anyone, they don't have too, it's just how things are on technology. Things got better and cheaper, so it's only ever natural that more and more people will have PT capable cards in the near future.
Edit: by cheaper I've meant components necessary to build the video cards, msrp prices have been rising non stop after all
What is Alex’s channel? I’d love to watch the video they are talking about
Agreed, can't find his channel with a video on this.
I didn't realise Bruce Willis was on the podcast.
Dont all games with good shadow maps like older cod bo4 &3 get tested with path tracing, so devs can just bake the shadows and lighting to look realistic. 5:00 Playstation uses amd. PS is japanese. capcom is japanese. Japanese games are optimized for japanese devices, but exportable internationally. I think it is written into legislation somewhere.
You're thinking of light maps. Light maps are used to bake lighting into textures, shadow maps are used to render real-time shadows from dynamic light sources and game objects. Otherwise yes, often devs will compare light maps against path tracing to make sure the light map baker is producing correct results.
Pathtracing
Those comparisons show basic problem with RT and PT in games, which is games need to be made with them in mind. I'm sorry, but so much hype for them, but they just made it harder to see some objects and sometimes even main character. CP2077 and Alan Wake 2 work, cause they have good light sources. Don't get me wrong, when there is proper lighting those scenes look good. I just need to address this issue with visibility, cause noone is talking about it. Maybe some people like to play with 80% brightness or have newer best monitor, but like with other pc parts people aren't buying 1k$ monitors every year. I think many of people from steam survey, who bought those secondhand GPUs, which can run RT, still have old 1080p monitors without all of those fancy new features. World is too poor to change day by day and nvidia isn't helping at all with that. If we want to get better RT people should push AMD to make better console hardware to raise baseline for gaming. But we need to have stable 60+fps for 1440p UW/4K gaming and 120+fps for 1080p and 90+fps for 1440p, of course native. Cause with upscaling we could push to higher refresh rate monitors/TVs. Otherwise we shouldn't care too much until that moment.
In general with the latest RE games, I feel like they look extremely good compared to how well they run, except for their screen space reflections... The RE2 remake looks amazing, even on very modest hardware, but the screen space reflections just look down right awful...
There's no way Capcom will anyhow lean into that, they openly despise modding culture of PC community and i fully expect them to actively go against it, even if it means stripping path tracing entirely from the executable.
Official PT won't happen at all simply because it doesn't bring any extra money to the table and only (a fraction of) PC users would benefit from it.
Even if DD2 with full PT and Nvidia denoiser + ray reconstruction would be just as stunning as cyberpunk is, they don't care.
This is why I love pc gaming .. these mods are just insane 😊
it looks amazing, indeed, but what's the cost?, -60 FPS on performance?, really?
Yeah, its so annoying listening to them wasting time on tech only 4090 can run at cinematic 24fps
Just imagine what Capcom could pull off if they went back to prerendered backgrounds!! Tech now could easily render a static 8K background, then all the realtime processing would only be used for models and lighting. Could seriously push the hardware and bring some insanely photorealitic visuals.
Static backgrounds coming back would be something. Things like Boku no Natsuyasumi had fantastic BG art. Looks beautiful and it was from 2000.
@@DirranProductions yea this is what I mean, RE1 remake and RE0 both came out in 2002 and 2003 for the Gamecube. They looked stunning. They looked so good that Capcom rereleased them for PS4, XBO, PC and basically did nothing to them but upscale everything and they still looked amazing.
That's basically what the two Path of Exiles games tried to do and they ended up having to do extremely elaborate workarounds to bring dynamic lighting effects and just movement and activity in general into the environment and ended up being more work than if everything was just a standard 3d environment in the first place. I mean its really neat to go retro but it hampered the development of the games in the end for no real gains.
@@alfheim7579 it really works best for pixel art and something stylized like that. Could imagine it being a pain in the rear for more modern workflows
@@alfheim7579 path of exile is not prerendered backgrounds, they are still made from meshes and polygons. A prerendered background is basically a 2D image with 3D objects (character models) placed into the scene with a set path to walk using a enhanced Zbuffer.
It's cool but these shadows at 1:24 are not accurate. There isn't a light source to create those angles for those shadows.
My best guess is that some lighting entity is left over from that chandelier.
@doohuh I thought the same thing it just looks weird. It's definitely better than RT.
Does anybody know if Hellblade II will have pathtracing?
I remember when Nvidia's original goal was to make Ray Tracing the norm for game developers, and put tons of work into making it performant. Then they got greedy and made the workload exponentially more complex in order to push the beefiest most expensive cards, completely abandoning the application of the RTX optimizations. They went from making groundbreaking real time RTX demos on last gen hardware to demonstrate the performance, and livestreaming their progress, to limiting stock of GPU's, going silent on the demo's and showcases, and not even applying the latest features to flagship titles. Honestly killed Ray Tracing for many who already thought it was a gimmick or only for those with the beefiest hardware, when all the performance is there, just purposefully covered up.
they haven't been silent on demos and showcases. there's an entire discord community of modders and nvidia devs to implement path tracing into older titles using rtx remix. Nvidia also doesn't get to say which features get put into which games. That's on the devs of that game specifically.
Capcom are in AMDs pocket so they'll only provide official support for this stuff when AMD have hardware that can do it.
For me bad lightning like bethesda games bother me, is so unreal and annoyed me, so path tracing is ahit that i can tkae but some games already had a good light implementation so on those games aren't that important but i prefer that devs give us the power to choose if you want it or not
Im not into RT due to the performance hit but it makes sooooo much sense in a horror game
I would like to see Street Fighter 6 with Path Tracing. The game's lighting is very weird in general.
I wonder how it would affect my RX 7600, because I'm able to push 4k with RT effects, but PT might be too intensive for that
there's no way an RX 7600 can do 4K, let alone with raytracing.
@@arsenii_yavorskyi I just use Interlacing like the console versions, looks sharper than FSR 2 while saving on performance
Path tracing looks better than ray tracing at least in these images.
as it should
Duh
- Capcom made raytracing to be performant on consoles.
- Some objects are not traced against, and trees don't have leaves in reflections.
For crying out loud, the whole point of raytracing is supposed to be accuracy and quality over screen-space and baked effects, why turn it into just a tacked on gimmick? Then people look at the subpar quality and performance and write off raytracing as something useless.
If we want to talk RT as a gimmick, we should really be more mad at NVIDIA than anyone else. And being mad at NVIDIA is always ethical. What the fuck does #RTXOn even convey? It could mean about seven different things of drastically different visual outcome, all because they needed a stunt to follow up the 10-series. Now we have a console generation of vaguely performant but visibly compromised tech that *can* feel 'generationally advanced' over traditional raster, but requires the whole game to be authored around those compromises. RE2/3/7 were not authored with it in mind, DD2 was - I think the difference is obvious, and while including reflections or shadows seems like a no-brainer considering RE Engine's struggles with SSR and cascaded shadowmaps, betting big on GI was the right call. I also don't think RE Village's RT implementation was that bad either tbh but they still can't filter a reflection to save their damn lives. We're getting there. Maybe next gen it'll be as sensorily dazzling as it sounds on paper.
@@yikesmsmsmsm Being mad at NVIDIA generally proves you're a cognitive dissonance induced neo-luddite that doesn't like what other people can afford. NVIDIA is the sole corporation responsible for moving the industry forward by leaps and bounds when it comes to RT. Not only that, their upscaling technology has now reached a point that in most games it is beating native resolution quality, and making ACCURATE RT gaming possible while still delivering high performance framerates. Bringing ethics into the question is laughable. NVIDIA is a corporation operating in a free market trying to supply where there is demand, and where people can buy their products out of their own free will. The fact that you are butthurt that these new technologies are expensive (and / or not worth it because they are a "gimmick"), cherry picking very specific situations where there is suboptimal implementation, proves massive cognitive dissonance is at work. Get a job, make something of yourself, you'll be able to afford better products.
@@yikesmsmsmsm
I am mad at Nvidia for marketing the whole "RTXon" thing as a simple "switch" to make games "shiny". To this day, people see standard reflections in a game and say, "Yeah, that's RTX."
I don't like SSR, it is too distracting in almost every game, and I would take the performance hit just to have accurate RT reflections. But then most games use RT reflections in a really half-baked way by exluding objects and only applying them to a few surfaces, and on small puddles or large water surfaces, they use SSR and cubemaps to save on performance. I understand most of these restrictions were built with consoles in mind, but then why not include an option to use "full quality" on pc?
Cyberpunk and Portal RTX showed us it can be done, though in some cases, even with path-tracing, reflections and refractions were not applied to some translucent materials in cyberpunk. So yes, we are getting there! slowly.
Ur pathtracing in resident evil.
Hey guys, I've got some questions. What exactly does AAA even mean? An indication of how much money was invested in the game? An indication of game quality? Who decides how many A's is given to a game? The term seems rather subjective and I feel like AAA is thrown around but nobody really explains it. There are plenty of low budget games that are better than high budget games but, do they get fewer A's? I feel like we need a better ranking system.
It’s not really a ranking system. The way I see “AAA” is it’s a marker for the amount of budget/resources that were behind a game’s development.
It doesn’t have anything to do with how good the actual game is. It is instead just a marker to show “how much money was spent to develop this game?” and generally, AAA games tend to be in the tens of millions if not *hundreds* of millions of dollars, which is a lot. Generally, AAA is just a general term for “this was an expensive game to make”.
That’s why also the terms “AA” and “AAAA” have been popping up recently, where AA alludes to games that have decent funding behind them but are generally still made with smaller studios (AKA, why they knocked off an “A” as it stands between indie and AAA) and AAAA has been the new meme label for games that are stuck in development hell and have easily spent hundreds of millions of dollars as well as 10ish years or more of development time.
*Here's WHY path/ray tracing will be the norm in the future...*
Path tracing will eventually be far EASIER to use than the workarounds people have traditionally used to get separate raster solutions (ambient occlusion etc) to play nice together. Once you have the GAME ENGINE handling where all the photons bounce you don't have to design the game around raster limitations. or spend countless hours with the BAKING process. And the game engine will be far more EFFICIENT at lighting once it's all under the same umbrella (separate RT vs unified RT I mean)... we'll start getting games that are FULLY path/ray traced for simpler games on higher end machines and that will filter down. (is Minecraft RTX fully path traced?)
Now this begs the QUESTION:
If games are fully path-traced, Photo-realistic and look visually stunning, what reason is there for better HARDWARE?
*"If games are fully path-traced, Photo-realistic and look visually stunning, what reason is there for better HARDWARE?"*
Push higher frame rates without the need of upscaling and/or frame gen. Push more samples per pixel out of the path tracer to deliver clean images without needing aggressive denoising. Push higher bounce counts to more accurately light difficult scenes where rays need to bounce dozens of times to reach a light source. Switch to spectral rendering to more accurately simulate wavelength-specific phenomena like dispersion and thin film interference (would need more samples per pixel since spectral introduces colour variation into the noise).
More resolution/more frames. As it always has been.
@@jcm2606
Agree and disagree.
First of all, we are NOT going to be migrating away from AI upscaling. Digital Foundry did a great video one time about how "native" rendering isn't even a thing and really never has been. There were always short-cuts, but more importatly AI upscaling when used correctly provides BETTER images anyway. AI upscaling will end up being such a part of the gaming engine that you won't be making games without it even if you wanted to for some reason.
And by "Photo-realistic" I meant... photo-realistic. As in it looks so great that more bounce passes or WHATEVER really isn't making a noticeable difference. That includes thin-film interference by definition I guess, but realistically if these things add much processing cost it will be HARD to convince people to UPGRADE if they can't really see the difference. Look at the debate over RTX vs raster shadows in some games now.
Yet NPCs are still dumb.
@@BlackEagle352
Ya, a complicated topic. I'm wondering if we'll see a shift towards using a future "ML" or "AI" addon to the GPU for certain tasks. These exist now, AND of course the GPU companies need a reason to convince people to buy new hardware. Games look pretty good? But can they do ray-tracing. Here's the RTX20 series. Oh, can't do ray-tracing well? Here's the 30 series, then the 40 series..
Fast forward and then games start looking Photorealistic. Are the normal processing units in newer GPU's sufficient for advanced ENEMY AI? Probably. But will they try to pivot to some new hardware paradigm that FORCES you to upgrade? Probably.
i love Path Tracing :) i hope capcom start to invest in it in the future .
The Resident EviL franchise, Is MY favorite , and watching this Pathtracing implements make me happy, This Game looks Even More Movie Like❤❤❤❤❤
These additional reflections and shadow's are pointless you'd never truly notice it playing any Resident Evil game.
Even looking at the side by side comparisons it's already a minuscule change it's hard to spot from a glance now imagine ruining past the vast majority of the scenery and playing the actual game.
Really hope GTA 6 gets Path Tracing on PC
AMD guys - =(
Capcome is not CDPR, they don't care much for PC side. It's more probable they will ask Sony for exclusivity money and drop support for it on PC side with DRM.
Cant wait to hear the back of path/ray tracing nonsense - it's no difference to the hype around PHYSX.
Cute but undescernable unless in a side by side slow motion video provided by DF.
How about Alex at least puts on a Polo shirt? Come on, DF, I thought you wanted to be taken seriously. Interesting stuff about the path tracing, though. Would love to see Capcom revisit these RE titles and upgrade them to run it officially.
Do it Capcom!!!❤
Me praying monster hunter wilds gets this.
Who ever is reading this... have a great day! 😀🤘🏼
Love you guys, wished the cod hate didn't run so deep though 😢
Would path tracing get the young guy to play Stellar Blade?
Imagine if the PS5 Pro could utilize this 🎉
KKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKK 10 fps haha
Those consoles have hard enough time to even hit 60 fps, this would make them catch on fire.
Not even close
@@bjarnisYeah it’s like they want to kill people my man.
will be able to run RT but not PT, even rtx 4090 can't run PT at 1080p lol
Why does Alex look stoned out of his mind?
It's not worth the hit fps takes. Not much of a difference
Uhhh the visual difference in lighting is MASSIVE. You are in clear denial.
Stagnate! Remember, boys and girls, stagnate is always the answer!
Path Tracing and Ray Tracing bizarrely seem to be used interchangeably and Nvidia talk about the former and named their cards RTX 🤡 WHAT?!
Because Path Tracing is Ray Tracing technique lol, they are related
NVIDIA PTX 6090ti Nice Edition
Because path tracing is a subset of raytracing. In the greater graphics space raytracing is generally considered to be a family of algorithms that simulate light transport by treating light as physical rays moving through the scene. There are a variety of algorithms under the raytracing umbrella, one of which is path tracing which looks at the complete path that a ray of light takes through the scene when traveling from the camera to a light source.
Capcom needs stop using AMD technology. All the RE games have terrible AA and RT.
0:16
For DF, a team that obsesses over visual qualitiy to refer to the ghastly noise produced by this path tracing mod rendering unplayable with " Had issues in some cases..." is quite bewildering.
They were already referring to the denoisers in this clip. The thing they were talking about where points in the pathtracing where it was too dark, where it should not have been.
Doesn't Digital Foundry get tired of talking about this shit?
Thats not path tracing its garbage.
🤮