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oh boy I can't wait to play the new Indiana Jones

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game huh hang on a minute Billy for

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modern games you'll need Modern Hardware with Ray tracing Ray tracing what's that

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Mr Murdoch why it's quite an old technology

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but now done in real time thanks to powerful accelerators in your GPU that

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sounds expensive it is very expensive but you

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don't want your games to look ugly do you ugly like you well I guess not but I

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don't have enough money for a new GPU what can I do it's easy you just need to

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find a sponsor like our sponsor server

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order yep it's true Indiana Jones and

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the great circle is the first game that was developed from the ground up to use

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ra tracing not as an option to make the lighting a bit more realistic but as a

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core required component of the game so

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we've set up two test systems one using the latest and greatest at the time of

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film NVIDIA's RTX 490 and one using

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NVIDIA's entry point into R Trace lighting Splendor the60 we're at 15

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frames that being said on both PCS we've set everything to Max on the 490 side

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we're still 4K native we have everything turned on except for path tracing

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there's still a lot of raate tracing that's happening like the reflections you can see in the window big thing I've

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noticed is that even in raid Trace games there's still just visual anomalies like

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his hair kind of changing color we are consistently above 60 frames a second

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Which is far above what I expected in

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this scenario but there is one thing NVIDIA really bunged up and that's the

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messaging we call RTX Ray tracing but in

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truth most games even this one only switch to Global Ray Trace illumination

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if you turn on path tracing I'm very impressed with the 49s ability to do

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over 60 frames a second and I've had to verify the settings many many times to

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make sure that I'm not secretly using dlss but that's going to tell you

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nothing about how the starter point for Ray tracing is going to do the 2060 and

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immediately you'll notice that the 2060 has a bit of challenge giving us the

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performance we'd like to see and so why don't we turn down some settings and give this thing a chance one thing to

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note is that Indiana Jones does a vram

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test when it boots if you have 12 or less gigs of vram it's it's going to set

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it to the lowest settings if you use a custom exe you can actually boot the

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game and skip that vram check uh to get access to those settings but uh

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unfortunately if you try and turn them on the game will crash actually we're

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going to leave 4K we're going to turn turn on some dlss baby 23 frames a

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second this is incredible even with an internal resolution of 1080p we are

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still having around 20 frames a second what if you have a 2060 and you want to

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make it actually run let's turn down some settings this game is running on

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the 2060 at a native 1080p High settings

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and it looks drastically worse which is no surprise but this is still a rate

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Trace experience if you bought your card 6 years ago you would still be able to

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play these games in Fairly High Fidelity oh those Reflections are

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oh remember when there was bright light reflecting on the floor from that window

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David remembers now it's clear that the 2060s first generation Our Tor were not

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chosen wisely in terms of future proofing but as you can see you don't

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need full rayra Global illumination for a game to look really impressive and it

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could be argued that NVIDIA's big selling point for this generation

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somewhat came true even if lonus wasn't wrong that you'd be better off waiting

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for a second third or fourth four or fifth gen card but why are we switching

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in-game lighting to Ray tracing more importantly why are we doing it now it's

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been used in film for decades and long before it was a selling feature on the

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side of GPU boxes even video games were using it to create the pre-bake lighting

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Maps used in traditional rendering we'll get to that but first you may already

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know the difference between path tracing and rasterization but let's lay them out

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just in case rasterization is the process of converting vector graphics or

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polygons and their inter intersecting points into a raster image which

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consists of pixels shaders are then applied that best approximate what those

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pixels should look like based on lighting texture and material properties

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path tracing often used interchangeably with the term Ray tracing even though

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they aren't exactly the same thing simulates the path of light rays as they

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travel through a scene hitting objects bouncing reflecting refracting or being

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absorbed Based On A material's Properties there are numerous methods

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that impact the accuracy of the simulation recursive Ray tracing for instance has Shadow rays that are sent

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out at each Ray intersection Point towards light sources and Photon mapping

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emits light particles from the light sources of a scene in a preliminary

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rendering pass but the principle of both Ray tracing and path tracing Remains the

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Same simulate light by tracing the paths

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of rays through a scene how many Rays

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you ask well that depends but the short answer is if you want to do it right a

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lot and when you do it right it offers a big advantage in terms of realism

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especially in scenes with Dynamic lighting like open worlds with day and

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night cycles as for why we're doing it now well it was inevitable the industry

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has wanted to for a long time and for good reasons don't take my word for it

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or inv videas but Pixar describes it as conceptually and mathematically simple

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and elegant that means that not only does Ray tracing code take up much less

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storage than the large light Maps we need for pre-baked lighting but no

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longer making those light Maps or adding extra lights to simulate indirect

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lighting should both save developers time and in result make for prettier

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games that was one of the key sales pitches for rate tracing that the

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reduction in manh hours outweighs the increased Hardware costs the only

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problem is that in the context of gaming The increased Hardware cost falls on the

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gamers whose gpus now need to perform those lighting simulations continuously

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every time they play a game Power build what power build and there are other

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costs NVIDIA has taken a lot of our money during RTX is awkward adolescence

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and maybe more importantly there's a cost in performance the most expensive

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gaming GPU at least until you can get its replacement over here is the RTX 490

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it has over three times the ray tracing prowess of the underwhelming first

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generation RTX cards and still can't consistently render a native 4K 60 Path

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traced experience even the newly announced $2,000 RTX 5090 is advertised

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to only hit 28 frames per second natively in cyberpunk with all the ray

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traced bells and whistles AI assisted upscaling with dlss is meant to make up

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for that and if my lovely assistant will move oh yeah you can see clearly it can

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deliver impressive results but from talking to one of pl's old games

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industry contacts Gamers aren't the only ones feeling like this transition might

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have been rushed a little bit see the pitch to developers including to our

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contact was of course Time Savings but

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the time that they saved from less manual lighting work ended up getting

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replaced with more time testing and optimizing performance on those

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underwhelming early generation cards optimization that usually resulted in

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turning down visual settings which in many cases left us with image quality

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that didn't look that much better than traditional rasterization as hard run

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box pointed out in an excellent recent deep dive those compromises caused some

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glaring issues such as noise and artifacting appearing as a a boiling

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effect those can be caused by low r counts needing to accumulate lighting

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information over multiple frames and suboptimal D noising techniques if you

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haven't experienced rate tracing at home it can be hard to tell sometimes YouTube

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compression and screenshots will cover a lot of those sins furthermore devs are

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still learning how to implement ra tracing both technically and artistically and the available tools are

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more rudimentary than their rasterized equivalent for example our contact set

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that key features such as light linking where lights will affect certain objects

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and not others are not as simple to use in Ray traced scenes some some of you

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might be old enough to remember the era of Bloom video game Graphics where every

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surface was slathered in a soft fuzzy glow that made it look like you were

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playing the game in a foggy mirror games like Burnout Paradise Twilight Princess

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and Oblivion come to mind and just as Bloom and motion blur and depth of field

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and other visual tricks went from flashy and new to overused and disgusting to

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intelligently applied I think raate tracing will hit those same milestones

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in due time strangely enough the strongest use case today for raid

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tracing in our opinion is the dazzling

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effect it can have when implemented into older titles either through discrete

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remasters custom mods or RTX remix NVIDIA's Suite of modding tools designed

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to make transformative upgrades of old PC games super easy I recently played

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through the original fear with added rate tracing via reshade and it was n

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transformative even though it pushed a 20-year-old game back to sub 60fps

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performance part of that performance hit is the hybrid raster and R Trace

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rendering committing to full rate tracing can actually improve performance

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like we've seen in Metro Exodus enhanced Edition or Indiana Jones so once raid

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tracing Tech has evolved to the point where most games fully transition to

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raid Trace rendering we may experience a bump in overall playability and maybe

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just maybe GPU makers can reduce the die

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space use for raster performance in exchange for even more raid tracing

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prowess or dare I say cost savings gosh

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that would be real nice the worst part of all this is that until we fully solve

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the chicken egg problem these issues will linger and the transition is

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clearly going to take some time I mean nearly one in every 30 PC Gamers is

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still running a 1060 for God's sake that came out in 2016 so I don't blame you

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guys for asking yeah it's pretty but is Ray tracing even worth it worth it like

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our new more compact commuter backpack at LTC store.com okay Jokes Aside only

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you can answer that question but what I can say is that no matter who you are

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you've got your head in this sand if you think that R tracing isn't happening and

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that you won't need it at some point I mean I remember back when people thought

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that fancy mesh shaders were just deployed to sell new graphics cards but

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I think in hindsight most people would agree now that we're better off for

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their widespread implementation I mean Allan Wake 2 looks incredible and runs

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well on lower-end Hardware as long as it's somewhat recent and has an

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up-to-date feature set but these things take time and I can hear a lot of you

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saying well yeah sure it's cool but

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I'm going to wait till it can be done natively with real frames no AI but I

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think it's becoming clear that that's not happening the real solutions are

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going to come in the form of optimizations like improvements to

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proprietary Solutions like dlss Ray reconstruction or generalized shortcuts

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like better distribution rate tracing because the thing is even in offline CG

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rendering studios are still using optimized shortcuts instead of brute

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forcing more rays and that's when we're talking about some sometimes 24 plus

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hour render times for a single frame so

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if you want your game to hit 60 plus frames per second you're going to have

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to accept that some Corners are going to be cut to bring the time down um 5.2

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million times really I don't think the problem is real-time rate tracing itself

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or even the AI upscaling techniques but rather that we've been forced to live

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through and pay for their infancy once we've worked through the current

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shortcomings we could see r traced motion blur and depth of field that can

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push cinematic realism to a whole other level or Hardware level support for

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advanced features like bidirectional path tracing to reduce noise at an equal

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render time and maybe even the promise of easier developer side implementation

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actually coming true so instead of seeing the new Indiana Jones as the

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harbinger of GPU pain and suffering I'm

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choosing to see it kind of like the hint of a whisper of a twinkle of a bright

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light at the end of a very expensive albeit beautifully lit

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tunnel speaking of the light I can see it no wait that's just a segueway to our

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still on the fence about R tracing you should probably watch the video where we have people blindly test RTX on and off

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to see if they can even tell the difference the results may surprise you
