RDNA 2 just take a huge performance hit with RT, so lots of developers don’t think it’s worth it, or don’t have the resources/time to implement it well.
BoBoBearDev on
Because the game must run on ultra slow PC as Play Anywhere title. Sure they can make the game completely XSX and PC equivalent, but they want to maximize play count with all the stats. This is more than just path tracing, it is everything. They didn’t want to move onto next gen for insane amount of time.
There is more reasons to why they stayed on last gen for too long. But it is opinionated and people will get upset.
Vandalicious on
The PS5 and Xbox Series released right around the time that RT was catching on. High setting RT and path tracing are very resource heavy. Current base consoles can only do lower end RT.
darklordjames on
First generation raytracing cores for both Nvidia and AMD suuuck at path tracing. The RTX 2000 series came out two years before the Series/PS5, but Series/PS5 use RDNA2, which is AMD’s first attempt at RT cores. Path tracing really didn’t become viable until the RTX 4000 or RDNA3 series cards.
Aside from that, there are plenty of good raytracing titles on Series/PS5.
ANighttimeNerd on
The title of the video specifies ray tracing, not path tracing.
Path tracing is way more computationally taxing than ray tracing and I don’t remember ever hearing someone expect it to be implemented on this hardware.
I didn’t watch the video, however.
tman2damax11 on
Path tracing was really not in the cards for this generation. Best we got was a handful of games with limited RT reflections. Every console generation over promises and under delivers its hardware, i.e. Xbox One and PS4 were both marketed as “1080p 60fps” machines, while most AAA games were ~900p 30fps. I don’t think anyone believed that Xbox Series and PS5 could do 4K 60/120fps with ray tracing. Most games opted for no ray tracing and targeted 1440 60fps for performance mode, 4K 30fps for quality mode, 1080p 120fps for high frame rate mode.
John_East on
I have a 5080 and need to use dlss if I turn on path tracing lol. You think a SX can? You’d get 0fps
YPM1 on
Because Path tracing is like uber Ray tracing and is insanely difficult to calculate. It uses the same type of RT cores on the gpu and the Xbox Series X uses the really old and 1st generation version of AMDs RT cores. They are horribly inefficient and can barely handle low end RT.
Haru1848 on
Ahorita Windows saco un direct x con tecnología para organizar el trazado de rayos, eso hace mas eficiente el mismo, hasta un 40% mas de rendimiento, esperemos que los aprovechen las nuevas consolas y en tarjetas gráficas mas antiguas en pc
DeeGayJator on
The Series was designed and made well before these technologies became cutting edge. Consoles are also marketed as affordable and the technologies have yet to reach that point, even now.
Most people also have yet to realize that 4K resolution was a jump orders of magnitude beyond 1080p as it pertains to gaming. Movies are fine.
Realistic_Location_6 on
I only want Minecraft raytracing. It even worked in a beta.
12 Comments
Developers be either underfunded or lazy. Duh.
Lots of games have RT.
RDNA 2 just take a huge performance hit with RT, so lots of developers don’t think it’s worth it, or don’t have the resources/time to implement it well.
Because the game must run on ultra slow PC as Play Anywhere title. Sure they can make the game completely XSX and PC equivalent, but they want to maximize play count with all the stats. This is more than just path tracing, it is everything. They didn’t want to move onto next gen for insane amount of time.
There is more reasons to why they stayed on last gen for too long. But it is opinionated and people will get upset.
The PS5 and Xbox Series released right around the time that RT was catching on. High setting RT and path tracing are very resource heavy. Current base consoles can only do lower end RT.
First generation raytracing cores for both Nvidia and AMD suuuck at path tracing. The RTX 2000 series came out two years before the Series/PS5, but Series/PS5 use RDNA2, which is AMD’s first attempt at RT cores. Path tracing really didn’t become viable until the RTX 4000 or RDNA3 series cards.
Aside from that, there are plenty of good raytracing titles on Series/PS5.
The title of the video specifies ray tracing, not path tracing.
Path tracing is way more computationally taxing than ray tracing and I don’t remember ever hearing someone expect it to be implemented on this hardware.
I didn’t watch the video, however.
Path tracing was really not in the cards for this generation. Best we got was a handful of games with limited RT reflections. Every console generation over promises and under delivers its hardware, i.e. Xbox One and PS4 were both marketed as “1080p 60fps” machines, while most AAA games were ~900p 30fps. I don’t think anyone believed that Xbox Series and PS5 could do 4K 60/120fps with ray tracing. Most games opted for no ray tracing and targeted 1440 60fps for performance mode, 4K 30fps for quality mode, 1080p 120fps for high frame rate mode.
I have a 5080 and need to use dlss if I turn on path tracing lol. You think a SX can? You’d get 0fps
Because Path tracing is like uber Ray tracing and is insanely difficult to calculate. It uses the same type of RT cores on the gpu and the Xbox Series X uses the really old and 1st generation version of AMDs RT cores. They are horribly inefficient and can barely handle low end RT.
Ahorita Windows saco un direct x con tecnología para organizar el trazado de rayos, eso hace mas eficiente el mismo, hasta un 40% mas de rendimiento, esperemos que los aprovechen las nuevas consolas y en tarjetas gráficas mas antiguas en pc
The Series was designed and made well before these technologies became cutting edge. Consoles are also marketed as affordable and the technologies have yet to reach that point, even now.
Most people also have yet to realize that 4K resolution was a jump orders of magnitude beyond 1080p as it pertains to gaming. Movies are fine.
I only want Minecraft raytracing. It even worked in a beta.