Mahboi
Golden Member
- Apr 4, 2024
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Awhile back I talked to a Tools engineer for AAA game studios for a bit (Taylor Hadden).Because Art/Design is everything. Look how beautiful ORI.
One thing that I remember very well was how I assumed that a lot of the weight on gamedev was about optimisation and technicals. Not at all. He said that 90% of all game dev time wastes was in making an artistically coherent and good looking game. That was the huge time and money sinker. From Hollow Knight to Assassins Creed.
Also this. For all the "falsehood" of it, raster has been about taking 30 years of progress in making games functional at a lower computational cost per frame.It's not just that. Game engine developers have spent the last 30 years optimizing the rasterization tricks to look like as if they were simulations (raytracing).
That's why the latest screen space ambient occlusion don't look much worse than raytraced ambient occlusion, why screen space reflections don't look much worse than raytraced reflections, why screen space global illumination doesn't look much worse than raytraced global illumination, etc.
And all of them have a computational cost that is a fraction of the raytraced alternatives.
And the massive computational leeway from using rasterization can let a beautiful game run on a much cheaper and lower power device, or it can be used to process micro-polygons in the shader processors to reach incredible geometric detail (UE5 Nanite).
RT is just brute forcing it. It's great that we don't need to use petty tricks and can just brute force it, it really shows how far we've come, but...it's throwing away a toolchain of 30+ years of experience and techniques for something immensely less cost effective and better.
In a way, it's akin to electric cars: they're pretty much a better technology in every single last way, but they cost a lot more and good old petrol cars happen to work just as fine and to be as refined/optimised as they've ever been.