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🍹Early to RISA 🧉@sh.itjust.worksM to Greentext@sh.itjust.works · 3 days ago

Anon turns on raytracing

sh.itjust.works

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Anon turns on raytracing

sh.itjust.works

🍹Early to RISA 🧉@sh.itjust.worksM to Greentext@sh.itjust.works · 3 days ago
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  • brygphilomena@lemmy.dbzer0.com
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    3 days ago

    I think raytracing is fine for games that want a lot of realism. But I’m playing games with monsters and fantasy. My suspension of disbelief isn’t going to break because reflections aren’t quite right.

    But I’m pretty much in the camp of, I want my games to look and feel like games. I like visual cues like highlighting items I can interact with or pick up. So lighting is always non-realistic.

    • Semperverus@lemmy.world
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      3 days ago

      • southernbrewer@lemmy.world
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        3 days ago

        What game is this?

        • Ricky Rigatoni@retrolemmy.com
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          3 days ago

          Dark Souls 2

        • BaroqueInMind@lemmy.one
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          2 days ago

          Call of Duty Modern Warfare 2

        • Chrobin@discuss.tchncs.de
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          2 days ago

          Pokémon Ruby/Saphire/Emerald

      • MonkderVierte@lemmy.zip
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        3 days ago

        Yes, cool. But annoying after the first minute. And way too reflecting.

        • KairuByte@lemmy.dbzer0.com
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          2 days ago

          <.< How is that annoying?

          • MonkderVierte@lemmy.zip
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            2 days ago

            Distracting, if the only thing moving else are NPC and mobs.

    • AdrianTheFrog@lemmy.world
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      2 days ago

      Look at Tiny Glade, it’s a great example of what raytracing can bring to a stylized game. (They did use their own raytracing pipeline different from the usual - in their own words, re-stir was overkill for what their game needed). Or like 95% of animated films. Including Arcane but excluding Stray.

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