![]() ![]() ![]() You move around in games, so when light (whether direct illumination, indirect illumination aka global illumination, refractions, reflections, shadows) doesn’t move with you, the scene breaks. Static lighting in all forms is terrible for games. All things raster either can’t do or uses janky trickery to fake. picking up the refracted color from a surface), giving accurate reflections with no limitations, even causing actual optical magnification and illusions like rainbows naturally. In path traced rendering, light is made up of rays or photons – as in reality – which shoot around in the environment, bouncing around, lighting the environment indirectly ( global illumination), taking into account material permutations (e.g. Path tracing, which is just ray tracing but with multiple ray bounces being calculated, is physically accurate lighting – in the 2010s video games adopted physically based rendering, so physically accurate lighting is the next step in photorealism. ![]() This is also how Pixar movies are famously rendered. ![]() Static lighting in most games since the late 1990s is path traced, but pre-baked (offline) so that no calculations are done during runtime. What is ray tracing exactly? Well, we’ve been playing games with it for decades, but in a different form. It is a technology here to stay, it is the present and the future, and in this article we will explain how while debunking other common misconceptions, because it is unbelievably misunderstood. Ray tracing is not only the biggest leap in 3D game graphics technology in at least two decades, and not only can it lead to hugely improved immersion when used well, it can also lead to gameplay improvements and innovations. Many gamers seem to believe that real-time ray tracing is nothing more than a fancier reflections technology, or even worse, they see it as a technically inferior form of lighting that just makes scenes darker somehow. ![]()
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