Cyberpunk 2077 Path Tracing Gameplay | RTX 4090 | 5900X | RT Overdrive



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5 thoughts on “Cyberpunk 2077 Path Tracing Gameplay | RTX 4090 | 5900X | RT Overdrive”

  1. Classic rasterization versus modern raytracing /game novelty/.

    Rasterization and raytracing can achieve exactly the same visual results in the same game. From a layman's point of view.

    So why put into practice extremely HW-intensive raytracing ?

    Raytracing/path tracing/radiosity is a physically correct simulation of how light behaves in a scene. ON/OF global switch. "The light runs around the scene by itself". And everything is fully dynamic. Each light source can be switched on/off with a corresponding effect on the scene. And it happens automatically.

    Rasterization – this is a greatly simplified simulation of how light behaves. Each single light phenomenon has to be solved separately and it is very complicated and laborious. Very limited dynamic. Direct and indirect shadows are for example a very hard problem to solve in rasterization.

    Those Cyberpunk videos comparing rasterization and RT are pretty deceptive. Rasterization can be strong if the scene lighting is static. Then rasterization can be very close to Raytracing quality. It is logical. Rasterization then actually paints a static painting, like the classical painters in 1698.

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