29 points

RTX On/Off feels really dishonest here given the assets swap as well.

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9 points

that’s just part of RTX remix and somewhat the point of that tool. After all you need to get proper RTX materials in there and why not upres the assets as well while you are at it?

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4 points

Then id like to see the same better assets with rtx and without. Those alone would make an incredible difference.

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4 points

I’m not sure how easy that is with RTX Remix. IIRC the assets aren’t actually added to the game itself, but rather they get injected into the render-pipeline.

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2 points

You have to use new assets for these old games if you really want to make the most out of ray tracing because PBR materials are necessary to better simulate the way light and reflections bounce off a surface.

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-1 points

I disagree that you really need to put much effort into updating the materials to get benefits from rtx. HL1 RTX looks pretty great with only the bare minimum PBR remasters, because PBR and RTX are 2 separate things that both improve a game’s look. PBR materials help rtx just as much as PBR materials help regular rendering, and rtx helps PBR materials only a little bit more than rtx helps regular materials. All of the effects used in PBR materials apply the same to regular rendering as with RTX.

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1 point
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18 points

I find it hilarious that the “RTX On” is remastered assets and the “RXT Off” is just the original game.

Id be more interested in seeing what the original assets with RTX look like.

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10 points

Or new assets with RTX on and off. As it is it looks like RTX is responsible for the new textures, which is far from honest.

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2 points

Very wrong, without proper materials, light bounces would make no sense (if there would be even any)

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2 points

Wrong, if you just ported the original HL2 materials, things might look slightly weird but light bounces will very much be present and it would still look better than the original renderer. Light bounces (for global illumination) will happen with any material parameters. HL2 materials had bump and a kind of merged reflectiveness and metalicness value already, and if you ported them over correctly things would look acceptable (but not ideal).

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1 point

There was a setting for that in portal rtx, I’m sure it will be in hl2 rtx as well.

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18 points

So we’ll get another old game where everything looks oddly shiny instead of oddly dull?

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16 points

That’s not what ray tracing is about at all. Reflections, imo, are the least interesting part of ray tracing.

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15 points

shame most people who implement it don’t agree

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0 points

Can you share any examples? I have yet to see an rtx enabled game that was unusually shiny. Most non RTX game already tend to have way too much specular reflection but the few RTX games I’ve seen were way better with that.

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2 points

Can you elaborate? Thanks!

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16 points

Ray tracing is about implementing light and representing its behavior. Because reflections are, of course, a huge part of that it gets a lot of attention. Ray traced reflections allow things that aren’t otherwise on screen to be reflected without resorting to other clever tricks.

But other ray traced features implement light in (my opinion) more interesting ways. Global illumination, ambient occlusion, and shadows can all be implemented via RT and because they’re not limited by screen space information can be more accurate and, thus, impressive.

Light and objects in the world look like they belong and just look “right”. The way a sliver of sunlight can subtly light a room or the way an object appears grounded with accurate shadows can make non-RT lighting look wrong.

Check out Digital Foundry’s video on Metro Exodus Enhanced and they’ll surely go into some examples here.

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1 point
*

I partially disagree, GI is easy to do most of the time with baked lighting, but reflections (especially more diffuse reflections) are hard unless you have very simple environments or tons of gpu resources to spend on rendering alternate camera angles. Even the more modern rasterized reflection techniques such as parallax corrected cubemaps or screen space reflections break easily if you look at them wrong. Raytraced global illumination and soft shadows are still great though, but are more easy to get around with regular rendering in most games where the environments are very static.

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2 points

Oddly shiny at lower FPS…

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1 point

*Laughs in 4090*

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1 point

cries in 3080ti

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16 points

I might be in the minority here, but I couldn’t help but think Half-Life 2 still looks really good for a game released in 2004. Obviously “RTX on” is nicer to look at, but all the small details like the magnifying glass that actually magnifies made me appreciate the old assets/graphics so much, what a milestone it was.

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4 points

The art direction is impeccable and it still shines for it.

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1 point

Two thirds of graphics is art direction, the other third is tech. Source: a rule I just made up

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1 point

And those 2/3s shine through, the last big engine update for HL2 was in 2007. It still looks great.

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12 points

To be honest, the biggest takeaway of the trailer is how well the original HL2 aged.

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