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Joined 2 years ago
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Cake day: June 12th, 2023

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  • It is easier. Raster based rendering does a lot of cheats to make it look realistic that the devs have to come up with and write. To do 4K you need to calculate over 8 million rays and their bounces. Very processor intensive, but much simpler from a programming point of view.

    Now the difference between some of those settings on low and ultra are not really worth it is some cases as they look basicly the same.

    Overall these ray tracing methods are leading to more realistic raster based rendering as the devs can actively see the “problem” areas and make or fix the cheats to look better.
















  • Ok, I see where you are coming from. I agree that it is a niche product category and I don’t understand what Meta and Apple see in AR & VR and am real confused why Apple of all companies decided to enter it like this. They usually avoid niche products. I enjoy VR occasionally and think it is great, but not enough to put hundreds of millions into it.

    From what I see Valve is probably the only one taking a proper approach. They have a platform and hardware for it and support it, but aren’t really going from the mountain tops yelling this is the greatest next thing. To be fair they have been supporting it since , what 2015ish.