One of my biggest bug-bears with the current graphics engine is the use of screenspace reflections (where rendered objects in front of scenery prevents that scenery being reflected).
I really hope this gets replaced with better tech in the 2024 version.
A quick example here, which makes the point I think;
(I’m not aware offhand of another technique that would solve the known problems with screen-space reflections. A higher-resolution reflection box would help in some places but doesn’t solve all the problems with obscuration.)
Dynamic cubemap reflections are not too accurate (so not suitable for all scenes/surfaces), and planar reflections require the reflected scene to be drawn twice. Ray-tracing is the only viable solution to move away from screen-space reflections nowadays.
And yes, please do vote for that Wishlist request. Apart from the LOD issues, I consider the screen-space reflections and ambient occlusion the weakest parts of the FS2020 rendering engine, and they stick out like a sore thumb in the FS2024 trailer.
Well, SSR to me is pretty fine if done right. In case of MSFS there is room for improvement. The margin at the edges is just way too big.
On most games using SSR with some workarounds it’s not as noticeable like in MSFS.
I hope so they will replace current SSR implementation with something better. I really don’t like the artifacts in some visual scenarios - especially water surface behind trees silouhettes, water behind/under brige constructions from some angles, etc. These are visual “killers” of otherwise beatiful sceneries (at least for me).
Pretty sure it will swallow up all of the supposed performance gains (and much more) the new sim has if it does. Raytracing is very heavy on performance and is DX12 only.
I could be entirely incorrect, but I would suppose not rendering terrain that’s occluded by other objects is a choice (with obvious performance benefits). I would wager it’s possible to render occluded objects, so they can be reflected, with a smaller performance hit than raytracing would introduce.
All these fake-reflections will be replaced by top-notch ultra sophisticated raytracing functions.
Raytracing is the future!
You will see graphics enhancements never before seen thanks to RTX. This is only a preview of the good things that will come:
I am 100% sure FS2024 will offer some serious RTX functions and it will look so awesome!
Water photorealistic reflections of clouds and landscapes when no wind is blowing, perfect indirect cockpit illumination also by LCD-screens or integral light slightly illuminating the seats and the circuit breaker board behind the seats, glass elements inside the cockpit reflecting the cockpit (instead of fake-mirrors like for example in the PMDG737 because without raytracing no mirroring and no real authentic reflections are possible), and many many more features.
I have a 350€ graphics card and every game runs perfectly fine with raytracing in every single game - maxed out on 1920x1080.
No problems whatsoever with performance even with cheapest hardware parts.
The flight sim will only benefit by adding raytracing and every year brandnew graphics card arrive anyway with double the power of the last gen cards…
Hm, so a multi-layer rendering, where the screen-space reflections can “reach behind” something to a background layer? That’d be interesting, I wonder if that’s possible. Wouldn’t resolve the issues with things that are off the edges of the screen or behind the camera unless you render a complete reflection box this way, though.
No idea whether that would perform better than ray tracing or worse, though – it would require processing a lot of extra pixels, most of which won’t actually be used.
Yep, screenspace reflections are still in the trailer, but we’re likely still a year from release, so might be changed still. It’s party why I made this topic.