- +/- sve poruke
- ravni prikaz
- starije poruke gore
Hm... ne čini mi se da vidim neku razliku. Valjalo bi imati paralelno ili preklapajuće/switch snimke.
Inače ima dosta promjena, boje su promjenjene, tamnije je, dodan je intenzivniji bloom efekt i više refleksija.
ovo nema veze s raytracingom, obican shader effect, sa RESHADE RTGI, odnosno fake global illumination shader, koji podsjeca na ray tracing.
ovo nema veze s raytracingom, obican shader effect, sa RESHADE RTGI, odnosno fake global illumination shader, koji podsjeca na ray tracing.
Ovo je Ray tracing, nije Nvidijin RTX. Objašnjenje autora shadera:
I see a lot of comments concerning the "it's not ray tracing, it's screen space".
Allow me to clarify a few things: the term "ray tracing" already defines what it does, tracing rays. If I do that by calculating ray/triangle intersections by traversing a BVH like the RTX stuff does it or trace rays in screen space and compare the Z buffer against it, does NOT matter. I am aware that the term "Ray Tracing" has been used a lot lately in connection with RTX but that does not falsify the usage of the term for other applications, I haven't named it like that for clickbait.
Unigine's latest benchmark "Superposition" contains an implementation they call SSRTGI - Screen-Space Ray Traced (!) Global Illumination, highly similar to what I'm doing on ReShade. So they are calling it Ray Tracing as well, are they wrong, too?
The halos, also often mentioned, come from wrong depth buffer settings, I added a slider in the newest update to adjust the estimated thickness of objects. It really works quite well and all the testers enjoy it a lot so far.