Would the sim benefit from Real time Ray Tracing?

I would say some but not a lot.

Where ray tracing really shines is in rendering relatively closed-in environments with lots of surfaces for the lighting to “play” off of. Look at the two games so far that had really impressive ray tracing effects: Control is entirely indoors, and Cyberpunk is in a cityscape.

I would say some but not a lot.

Where ray tracing really shines is in rendering relatively closed-in environments with lots of surfaces for the lighting to “play” off of. Look at the two games so far that had really impressive ray tracing effects: Control is entirely indoors, and Cyberpunk is in a cityscape.

This is my feeling too. I don’t feel it’ll be deployed to best effect in Flight sim, since really there’s generally only one light source of note (the sun) and that can be ‘faked’. TBH I think even the reflections chould be ‘cheated’ to look much better than they do now without the cost of hardware ray tracing. they’re just incredibly low res, and could be ‘reflected and projected’ from the render for the reflected image better than they are now.

DLSS would be the game changer, IMO. If that allows you to push frame rates and fidelity, it will be very welcome.

Ray tracing is likely to be a big performance hit for not much visual gain: look at the performance hit in any other title of ray traced reflections (and their quality) and i’m not hopeful.

It took my old Pentium hours to ray trace this single image. To finally have these kinds of graphics in real time is pretty incredible.

Do you have a link? I couldn’t find it after a search through his channel.

I’m wondering if these results are from the test games merely porting their existing raster graphics to ray tracing, and thus they look pretty much the same without expanding into new capabilities.

Flight Simulator has some pretty bad artifacts in its reflections, shadows, and illumination effects that pop up from time to time. I’m wondering if the raster graphics that fake ray-traced effects are approaching their useful limit where the scenes and lighting are getting too complex to fake.

Yes you also make a good point about there typically only being one light source in MSFS, many light sources is another key feature of the environments in the games where ray-tracing has been truly eye-popping that I should have mentioned.

Hi, in fact it was LTT not GN when I recall correct. (Edit: here ist the LTT video: Is RTX a Total Waste of Money?? - Can we even tell when it's on? - YouTube) And they used some questionable games to show off RT. For example SOTTR which I think just uses ray traced shadows. A very good title to show off ray tracing is in my opinion Metro Exodus and there you see immediatly the difference…Metro Exodus implemets ray traced global illumination which is very very cool …
This was my first title to show off the RTX capabilities of my 3090.

I’d say for lighting and shadows that’s probably true but RT reflections are just leagues better.

Msfs would really benefit from RT reflections and DLSS.

Doesn’t the game already have some version of ray tracing (since the beginning). It’s not using RTX, but it’s there. For example the reflections of the screens you see on the windscreen. Isn’t that ray tracing?

No, the reflections in the sim are a mix of screen space refelctions and refelction maps as far as I know …

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Nope, it doesn’t, not in hardware, at least. :smirk:
I remember it took several minutes for my Amiga 2000 to render one frame of three billard balls and two light sources with ray tracing in Sculpt 3D.

Most computers can do ray tracing if you’re throwing CPU resources at it. But render will be on the order of many minutes per frame vs real time with dedicated hardware.

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