CIG on RTX and Star Citizen

A thread on the Roberts Space Industries forums explores the potential impact of supporting NVIDIA's new RTX technology in Star Citizen, Cloud Imperium's long-in-development space game(s). This is from a couple of weeks ago, before being uncovered by DSOGaming. A supporter presented an odd theory that supporting this would "save you devs so much work farther along and look absolutely spanking." CIG's Ben Parry disagreed, saying, "Not in the slightest. I expect, if we use it, it'll be a massive headache and time-sink but might give us some subtle improvements in looks or performance if we get it right." He expresses doubts that they will pursue this, saying: "I'd love to, it looks like fun, but at the moment we have other high priority tasks on the roadmap." In another post, he describes more of what he thinks supporting RTX would entail:

It's more likely to be a case of "We've got a test-bed scene for a ray-based environment lighting technique, it works for one type of light so far, here's a list of things you can no longer safely have in a room without it breaking, with rough probabilities of how likely we are to work out a solution" ☻

The added headache is that whatever we offered would have to be an "as well" feature rather than an "instead", developing a feature for a single manufacturer's top-end cards means also maintaining feature parity for everyone else's hardware.

Personally I'd like to use it to make the shadows crispier.

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Re: CIG on RTX and Star Citizen
Feb 18, 2019, 09:44
26.
Re: CIG on RTX and Star Citizen Feb 18, 2019, 09:44
Feb 18, 2019, 09:44
 
Dude, let's give it some time. It's been like this with new tech many times.

Back in ye olde days, 3D Mark 2000 looked out of this world when it came out and it ran like dog shit on then current GPUs. It took several years before games began looking like it.

It'll be the same with RTX one day. Games will look like nVidia's demos. The question is not if but when. Who cares if they jumped the gun a little? Someone's gotta get the ball rollin'...

If it takes until 2029 (I think 2026/27 is more realistic for PS6 & co.) then so be it. BTW, we might also see a PS5 Pro in between that could have ray-tracing as an additional feature.

AMD's Lisa Su has stated that she, too, considers ray-tracing as an "important technology" and that AMD is actively working on it plus all the big engine folks like Unreal and Unity are on it (yes, it will be incremental from RT support to RT slowly becoming a more and more integral part of the engines over the years) so let's stay optimistic.

I also think that RT is looking quite spectacular in MOST scenes in Metro already in spite of being a "tacked on" tech. There are a few problematic areas but if you look at e.g. this side by side video (left side is RT off and right side RT ultra) then we can see that it is a really nice bump in image quality in MOST scenes.

Yes, it needs work, yes it was tacked on in Metro, yes it will take time, yes, yes, yes all true... but we'll be getting there as devs receive better training, nVidia (AMD) develop the tools further, as the engine creators release new SDKs and all that jazz.

There is no instant gratification awesome button by plugging a RTX card into your system but there is quite a lot of game support upcoming. It will get refinements. It will get better and better.

I'm going to sit back, relax and activate/deactivate RT depending on the quality of its implementation. No problem. Let's take it easy, one step at a time.
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