lol
GTX support is the first step, as this games has no clue what a GPU is!
Even at 4K i see only a handful of FPS difference between a 'ancient' GTX970 & a current RTX2070SUPER, as the game is more interested in CPU...
& no effort has been made to support even ancient APIs (on PC) let alone things like Raytracing and DLSS!
... and the new Nvidia GPUs will be monstrosity in Ray Tracing performance.
Kiralyn2000 wrote: »... and the new Nvidia GPUs will be monstrosity in Ray Tracing performance.
For the small fraction of people who get them. I wonder what the overlap of "ESO players" and "spend waaay too much on gaming rig" is.
tl;dr - why would an older MMO bother with something for a small fraction of the playerbase? I can only assume WoW is doing it because they have a huge budget & staff, and figured they'd do it for kicks.
Kiralyn2000 wrote: »I've never paid attention - does this game even do DX12 yet?
Kiralyn2000 wrote: »... and the new Nvidia GPUs will be monstrosity in Ray Tracing performance.
For the small fraction of people who get them. I wonder what the overlap of "ESO players" and "spend waaay too much on gaming rig" is.
tl;dr - why would an older MMO bother with something for a small fraction of the playerbase? I can only assume WoW is doing it because they have a huge budget & staff, and figured they'd do it for kicks.
It's increasingly becoming a thing for more than just a small fraction of people, though. As far as I know, the entire 30 series lineup from NVIDIA will support the full gamut of RTX features, as well as AMD bringing their own version to the desktop card market. New PS5 and Xbox Series X will also be supporting AMD's version, too, so anybody with a PS5 or XSX will support hardware-accelerated raytracing.
Not everybody will have cards or systems that support it (not well at least, DXR provides a regular compute fallback for the operations that are typically hardware-accelerated with RTX, but it's obviously far slower and can cripple even a top end Pascal card), but, given enough time, enough people will that it becomes more feasible to support in game engines.
Darkstorne wrote: »RT Off:
RT On:
Darkstorne wrote: »RT Off:
RT On:
Wow, that actually looks pretty good. I don't have a computer that can do real time ray tracing very well but if I did I'd love to play ESO with it looking like that!
Darkstorne wrote:
The benefits to shadowing and bounce lighting are immense. Especially around detailed architecture like the DLC zones feature:
I mean... no. The whole point of my posts and screenshots in here is to point out that RT doesn't have to be done through Nvidia RTX, and doesn't need a ludicrously over-priced GPU to run.RefLiberty wrote: »Darkstorne wrote:
The benefits to shadowing and bounce lighting are immense. Especially around detailed architecture like the DLC zones feature:
This should be the next step in ESO upgrade, to look like that native, especially that new 30xx series are now released with affordable prices.
I think that $460 for RTX3070 or cca $680 for RTX3080 is reasonable enough, and those cards are brutal fast AF now.
PC users must be aware that it is a pricey hobby and upgrades are needed every few years.
Kiralyn2000 wrote: »... and the new Nvidia GPUs will be monstrosity in Ray Tracing performance.
For the small fraction of people who get them. I wonder what the overlap of "ESO players" and "spend waaay too much on gaming rig" is.
tl;dr - why would an older MMO bother with something for a small fraction of the playerbase? I can only assume WoW is doing it because they have a huge budget & staff, and figured they'd do it for kicks.
edit: I've never paid attention - does this game even do DX12 yet?
Darkstorne wrote: »RefLiberty wrote: »Darkstorne wrote:
The benefits to shadowing and bounce lighting are immense. Especially around detailed architecture like the DLC zones feature:
This should be the next step in ESO upgrade, to look like that native, especially that new 30xx series are now released with affordable prices.
I think that $460 for RTX3070 or cca $680 for RTX3080 is reasonable enough, and those cards are brutal fast AF now.
PC users must be aware that it is a pricey hobby and upgrades are needed every few years.I mean... no. The whole point of my posts and screenshots in here is to point out that RT doesn't have to be done through Nvidia RTX, and doesn't need a ludicrously over-priced GPU to run.
This is a RT shader in beta (so performance will only improve) running ESO maxed out at 1080p/60fps on a GTX 1070. No dedicated RT hardware.
I love that Nvidia have been pushing for RT effects in games, but they're doing it in the same ridiculously over-priced and closed-doors way they always do with their new tech. AMD are always slow to counter, but when they do, they prove that Nvidia is full of bluster and price-gouging for no good reason. They did it with freesync to counter Gsync, and they're about to do it with RT on console hardware and their new GPUs. A next gen ESO could easily have RT at 60fps, and won't need a bleeding edge GPU to toggle the option on for PC gamers.
The industry wouldn't just invent and adopt a technology for no reason.
I would love to see some videos for ESO using this shader. I have seen a lot of pictures but since this is Screen Space only, I always think that the camera movement in and out of various lighting situations would cause all sorts of strange visuals no?
SS reflections are really weird at times especially when moving, whereas SSAO and HBAO (which is still screen spaced) look pretty good most of the time even when moving around.
It's RT for ambient occlusion, not full lighting, so you don't get lighting popping in and out the way screen space reflections do for example But yes, it does limit bounce lighting if the light casting object is off-screen. Luckily that's super rare, and barely noticeable. It's essentially the best version of AO available for ESO right now, that enhances the rasterized lighting as much as possible:These screen space RT shaders are just that, screen space. Look away from the light source, and all the lighting disappears. It may look pretty when looking at a city scape or forest tree lining from afar, because most of the geometry that could bounce light is on screen, but during actual gameplay you're gonna end up with light popping in and out of existence, especially if shader fully raytraces lighting.
Darkstorne wrote: »I would love to see some videos for ESO using this shader. I have seen a lot of pictures but since this is Screen Space only, I always think that the camera movement in and out of various lighting situations would cause all sorts of strange visuals no?
SS reflections are really weird at times especially when moving, whereas SSAO and HBAO (which is still screen spaced) look pretty good most of the time even when moving around.It's RT for ambient occlusion, not full lighting, so you don't get lighting popping in and out the way screen space reflections do for example But yes, it does limit bounce lighting if the light casting object is off-screen. Luckily that's super rare, and barely noticeable. It's essentially the best version of AO available for ESO right now, that enhances the rasterized lighting as much as possible:These screen space RT shaders are just that, screen space. Look away from the light source, and all the lighting disappears. It may look pretty when looking at a city scape or forest tree lining from afar, because most of the geometry that could bounce light is on screen, but during actual gameplay you're gonna end up with light popping in and out of existence, especially if shader fully raytraces lighting.
Off
On
But you're right @eKsDee - we would need a big engine update for full raytracing of lighting, and not just raytraced ambient occlusion
There's a way around both of those issues. It works flawlessly when you know how. And I would be happy to help if you'd actually supported the guy putting time into the shader, but if you're happy to pirate things then I won't be helping.Darkstorne wrote: »I would love to see some videos for ESO using this shader. I have seen a lot of pictures but since this is Screen Space only, I always think that the camera movement in and out of various lighting situations would cause all sorts of strange visuals no?
SS reflections are really weird at times especially when moving, whereas SSAO and HBAO (which is still screen spaced) look pretty good most of the time even when moving around.It's RT for ambient occlusion, not full lighting, so you don't get lighting popping in and out the way screen space reflections do for example But yes, it does limit bounce lighting if the light casting object is off-screen. Luckily that's super rare, and barely noticeable. It's essentially the best version of AO available for ESO right now, that enhances the rasterized lighting as much as possible:These screen space RT shaders are just that, screen space. Look away from the light source, and all the lighting disappears. It may look pretty when looking at a city scape or forest tree lining from afar, because most of the geometry that could bounce light is on screen, but during actual gameplay you're gonna end up with light popping in and out of existence, especially if shader fully raytraces lighting.
Off
On
But you're right @eKsDee - we would need a big engine update for full raytracing of lighting, and not just raytraced ambient occlusion
All right so I bumped into a leaked version online which I really shouldn't be using and feel bad about but...
The experience was not great. First off, because ESO is an online game, Pascal (the shader author) has made it so that reshade is constantly checking for high network traffic, at which point the shader is disabled since it uses the depth buffer. This is a necessary thing since access to the depth buffer is a prime way to cheat in online games. So the shader is constantly popping on then off, making it unusable.
Secondly the RT shader is causing the grass and foliage to "buzz" with static.
Overall a poor experience. I am happy to pay for a really good shader, but if it won't work in online games due to depth buffer access, then I am happy to not have paid for it since I can't really use it.
Darkstorne wrote: »There's a way around both of those issues. It works flawlessly when you know how. And I would be happy to help if you'd actually supported the guy putting time into the shader, but if you're happy to pirate things then I won't be helping.Darkstorne wrote: »I would love to see some videos for ESO using this shader. I have seen a lot of pictures but since this is Screen Space only, I always think that the camera movement in and out of various lighting situations would cause all sorts of strange visuals no?
SS reflections are really weird at times especially when moving, whereas SSAO and HBAO (which is still screen spaced) look pretty good most of the time even when moving around.It's RT for ambient occlusion, not full lighting, so you don't get lighting popping in and out the way screen space reflections do for example But yes, it does limit bounce lighting if the light casting object is off-screen. Luckily that's super rare, and barely noticeable. It's essentially the best version of AO available for ESO right now, that enhances the rasterized lighting as much as possible:These screen space RT shaders are just that, screen space. Look away from the light source, and all the lighting disappears. It may look pretty when looking at a city scape or forest tree lining from afar, because most of the geometry that could bounce light is on screen, but during actual gameplay you're gonna end up with light popping in and out of existence, especially if shader fully raytraces lighting.
Off
On
But you're right @eKsDee - we would need a big engine update for full raytracing of lighting, and not just raytraced ambient occlusion
All right so I bumped into a leaked version online which I really shouldn't be using and feel bad about but...
The experience was not great. First off, because ESO is an online game, Pascal (the shader author) has made it so that reshade is constantly checking for high network traffic, at which point the shader is disabled since it uses the depth buffer. This is a necessary thing since access to the depth buffer is a prime way to cheat in online games. So the shader is constantly popping on then off, making it unusable.
Secondly the RT shader is causing the grass and foliage to "buzz" with static.
Overall a poor experience. I am happy to pay for a really good shader, but if it won't work in online games due to depth buffer access, then I am happy to not have paid for it since I can't really use it.