

It's looking at the gbuffer and using that information to make an attempt at GI. It isn't performing an intersection test with triangles - it can't as it doesn't have access to them. That's it.īecause it doesn't have this information, it's not performing RT in the same way as RTX is. One value of each for each pixel on-screen. Unlike RTX, it doesn't know all the details about every object in the scene, all it knows is what's in the gbuffer: position, normals, albedo and specular. Similarly, the lighting isn't "accurate" because it's making assumptions about the nature of the objects in the scene due to not having all the information. So it can't be used to generate reflections of any parts of the environment that's not on the screen. You can't get physically accurate reflections because, as the name 'Screen Space' suggests, only the stuff that's on screen is usable. I generally enjoyed Crysis games so I wouldn't mind new proper game from this franchise.īear in mind that Screen Space RT can't ever produce the same effects as proper RT. Unless Crytek plans on releasing whole new game (and not just battle royale nonsense coz I hate that crap). I might just bolt RTGI on top of existing Crysis games and make them "next gen" myself. Besides, when you see RTGI in action, you sort of not even care it's screen space based when whatever you see in your view just feels so real thanks to physical lighting inside that field of view. Granted, this is screen space method, but I can't see it causing 70% performance drop by making it real ray tracing. I find it strange how ray tracing done in software is so stupid taxing in Crysis Remastered when RTGI shader works so fast in ReShade which are bunch of effects bolted on top without any special HW acceleration.
