Wired - Ray-tracing, a method of rendering CG scenes by modeling rays of light as they are cast into and reflected around a 3D scene, has become a kind of holy grail for some gamers. The realism it offers is astonishing, so it's easy to see why.
The processor-intensive nature of such comprehensive natural modeling has obvious drawbacks, however, making it the province of movie post-production and other pre-rendered material. Thanks to modern, multi-threaded CPUs, however, one programmer has already produced a starting proof of concept that clearly displays the ray-tracing hallmarks of full-scene reflections and crisp, realistic shadows--in real time, in a real game...
From NETK2GAMES out of Barcelona comes one of the most enjoyable arcade racing you’ll play: Rally Arcade Classics is no fluff, all fun.
The Ace Combat series celebrates its 30th anniversary, and Bandai Namco revealed interesting initiatives, on top of a poignant message.
That controller looks like a cheap knockoff... it should have been a proper DS5 design.
Can we get a new Ace Combat, with full vr and not just three or four levels, for PS5 and PSVR2
Also if we could get a remake of my all time favorite, Ace Combat5: The Unsung War, again with full vr for every mission with DualSense and flight stick haptics.
Rematch’s creative director, Pierre Tarno, speaks about Sloclap’s thoughts on eSports and tournaments in the studio’s hit soccer game.
...but I'm not impressed AT ALL by that sample pic. That looks like something from late-XBOX, rather than next-gen. :|
because what videogames utilize are preset photos that reflective surfaces can render off of.
In contrast, real surfaces reflect off of the actual environment and constantly change as that object moves around. Raytracing reflective surfaces takes a hell of a lot of computational power. But the tricks that CG artists use these days to simulate reflective surfaces look very, very close to the computationally intensive ways. I'd explain them, but you get the gist of it.
The actual breaking point for games would be realtime global illumination (radiosity).
using that extra CPU/GPU horsepower to make sure the game is glitch free or as glitch free as possible.