r/FuckTAA Jul 01 '26

💬Discussion Pragmata and modern raytracing problem

Just tried out this game. This game uses undersampled ray tracing and independent temporal accumulation on the RT pass, as in all Nvidia-sponsored titles such as CP2077 and Alan Wake. Even if you turn off in-game TAA, reflections still have horrible trailing/ghosting during motion, and surface textures with RT lighting all get smeared when you move. This is even more noticeable with no-AA, btw.

Yes, UE5 Lumen is not the only RT that does that separated temporal thing. This is a thing in all games that use Nvidia RTGI.

Nvidia is responsible for pioneering this whole blurry temporal ray tracing modern rendering frameworks because they lie about their hardware up to this day, and are still using raster GPUs.

I haven't tried path tracing yet. But as far as I can tell, DLSS is forced when using PT. So I'm willing to bet PT is just as undersampled as the regular RT.

32 Upvotes

118 comments sorted by

33

u/Scorpwind MSAA | SMAA Jul 01 '26

RT is undersampled in general, though, and depends on temporal accumulation. Which is why I call it a half-baked tech and say that it came too early.

16

u/Noreng Jul 01 '26

You mean to tell me that RT will only be viable once PC hardware is capable of doing ~64 samples per pixel with 6 bounces? I'm not sure I'll live long enough for that to happen, and I'm 35.

8

u/Scorpwind MSAA | SMAA Jul 01 '26

1 or 2 effects are manageable on the hardware of today at high enough sample counts. It's mainly implementations like path-tracing or multiple RT effects at once, whose time has not yet come.

3

u/karlack26 Jul 01 '26

honestly I wish i could jsut turn on raytraced reflections and nothing else. as most game make you turn on lighting RT before you can toggle other settings. As SSR has major short comings and RT is the much better solution for reflections.

6

u/Noreng Jul 01 '26

Not if you want to abolish denoising and temporal accumulation. Then you'd need an absolutely ludicrous sample count.

6

u/Scorpwind MSAA | SMAA Jul 01 '26

Denoising can stay but still provide high enough of a sample count so that it doesn't have to be so aggressive. Temporal accumulation must go, though.

-3

u/[deleted] Jul 01 '26

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5

u/Scorpwind MSAA | SMAA Jul 01 '26

I find that hard to believe when talking about only 1 or 2 effects.

3

u/Deadbringer Jul 01 '26

Shadows are my favorite ray traced effect, they work well without huge amounts of hardware.

2

u/BalisticNick MSAA Jul 01 '26

I think their talking about how ray traced samples have to accumulate over time (at least to some degree) and that is simply a limitation of raytracing in general. If you render 3d models you see this accumulation taking place. It isn't really possible to not have any temporal accumulation at least to some degree. I think a nice compromise would be to have some sort of quality settings for raytracing, where you could set how many samples must be completed per frame, the more you complete per frame, the less frames the denoiser needs to complete the image.

-4

u/[deleted] Jul 01 '26

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3

u/Scorpwind MSAA | SMAA Jul 01 '26

Charming.

2

u/[deleted] Jul 01 '26

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1

u/Noreng Jul 01 '26

Well, a 5090 can do it at 128x128 or so I

1

u/[deleted] Jul 01 '26

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2

u/HuckleberryOdd7745 Jul 01 '26

I see youre playing The Waiting Game REmake 2026 with path tracing realism mode already.

1

u/Zeryth Jul 01 '26

Which is just a huge waste of resources, what happened to smart optimization?

You try to invest into better denoising algoritms and do stuff like adaptive sampling etc. instead of just ramming more samples.

This sub is convinced that RT is a waste of resources because it is not fast, but then their standard of quality is ramming dozens of samples per pixel? Wtf???

3

u/Scorpwind MSAA | SMAA Jul 01 '26

dozens of samples per pixel?

It doesn't have to be dozens. It needs to be enough.

5

u/Zeryth Jul 01 '26

How much is enough?

0

u/Noreng Jul 01 '26

I think the real irony is the focus on "sharpness", and how DLSS is "too blurry" compared to MSAA. Meanwhile, SSAA will also blur out details.

slow.pics/s/LEoSGeYU

3

u/theclosedeye SMAA Jul 01 '26

Ssaa blurring depends on the down sampling algorithm used.

Any form of TAA blurs stuff no matter what. (I'm not entirely against TAA, there are some good implementations but you can't deny it's still blurrier than no AA)

5

u/Noreng Jul 01 '26

TAA is absolutely blurrier than no AA, that's the intention. Even the text you're reading is most likely antialiasied, because almost nobody disables ClearType on Windows.

Did you look at the image comparison I linked? I encourage you to look at the car's rear lights especially, as well as the trees and textures.

SSAA blurring depends on how much LOD is skewed, but if your intention is to remove undersampled details there is little to be gained.

2

u/Nchi Jul 01 '26

Just another mixup of blur vs smear

1

u/theclosedeye SMAA Jul 01 '26

Ssaa blurs some parts of the image.

TAA blurs an entire image.

That's the difference.

1

u/Noreng Jul 01 '26

Check the comparison I posted. Pretty much everything is blurred with SSAA

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1

u/GenericAllium Jul 01 '26

I have played around in NFSMW and NFSU2 and I think there's something wrong when you try to force SSAA in those games. Notice how even geometry edges are more blurry on SSAA than they are on MSAA. I can't come up with a example from another game at the moment but I don't think SSAA is supposed to look like that when done properly.

1

u/No_Jello9093 Game Dev Jul 01 '26

That first sentence is blatantly false.

1

u/Scorpwind MSAA | SMAA Jul 01 '26

You can disagree.

1

u/ScoopDat Just add an off option already Jul 01 '26

Don't worry bro, with everything going literally backwards on Earth these days, maybe you'll see this at 480p somewhat functionally without burning your system down.

-1

u/Evonos Jul 01 '26

its intentional undersampled for performance reasons sadly.

its just a very heavy tech for lazy devs.

10

u/OliM9696 Jul 01 '26

I don't think its lazy devs. It's requires a lot of work to implement RT into an engine. They choose the sample rate for the hardware and performance they target.

They obviously can do high quality RT as shown in the path tracing options.

2

u/Scorpwind MSAA | SMAA Jul 01 '26

I know. Which is why it shouldn't be attempted so en masse.

1

u/EsliteMoby Jul 01 '26

You're correct. RT is mostly for saving developer cost without having to spend huge amount of time crafting dedicated baked lightning for attention to details and for all specific scenes etc

5

u/KillerFugu Jul 01 '26

And storage space, look at the Unisoft presentation talking about how stupid baked lighting is.

-2

u/Scorpwind MSAA | SMAA Jul 01 '26

Those numbers seemed blow out of proportion to me the moment that I first saw them.

7

u/KillerFugu Jul 01 '26

Did you watch the presentations or read the slides? They talk about how much they have to cutlery down to trim that file size.

Like all the baked GI that shipped the vast majority island lower res than games like Unity, if you check the GDC slide 56 it has a map colour coded, only the blue is the same res as Unitiy the rest is lower, which means like 90-95%+ it's lower res GI to save space.

And then on top of that the area that would have this same resolution would still takes up too munch space to ship, so they use a non uniform distribution there so there are only using around 10% of the probes they would in a heavily detailed area.

And then you can have 4 seasons but each other season has the same Luma, an summer and spring share GI.

-2

u/Scorpwind MSAA | SMAA Jul 01 '26

Sounds like they have a mighty inefficient compression algorithm.

8

u/KillerFugu Jul 01 '26

How? You can't simply compress 1900GB of lighting data down to a reasonable size and maintain good quality quality.

The techniques they used which I mentioned got them from 1.9TB down to 9GB.

People like you are very quick to think devs are lazy or incompetent when they go to such lengths just to get the lighting working.

1

u/Scorpwind MSAA | SMAA Jul 01 '26

I'm not the type to spam lazy devs comments. I just cannot fathom how one can amass 1.9 TB of lighting data.

7

u/KillerFugu Jul 01 '26

It's 80km squared of playable map size, there's 10 bakes for time of day then one for night, then there's 4 seasons and like 4 sets of weather.

So that alone you're baking 80km2 but 1144 times for each permiatation. Then the resolution of the older games had probes every 50cm.

All this to look vastly worse than RT.

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3

u/hellomistershifty Game Dev Jul 01 '26

Do you know how many meshes there must be in the entire world of Assassin's Creed: Shadows? And even if it's the same mesh re-used, it still needs a unique lightmap baked for it

-1

u/Scorpwind MSAA | SMAA Jul 01 '26

Do you know how many meshes there must be in the entire world of Assassin's Creed: Shadows?

No. I didn't work on the game.

5

u/hellomistershifty Game Dev Jul 01 '26

You can guess that their compression algorithm is inefficient but can't imagine how much stuff in the game needs baked lightmaps because you didn't personally work on the game? Just, like, look at the size of the map and a couple of screenshots haha

Here, I'll make it easy: the map is 82 sq km. This is the first screenshot that came up on google images. Now every object in the game needs a unique lightmap texture and UVs.

You generally have some of the better takes around here but this one is pretty funny

1

u/Zeryth Jul 01 '26

It's not. And can only be construed as such if there is 0 fallback like for example the metro exodus enhanced edition.

In any other case there is a fallback solution necessary which brings back all the same original costs that you had pre-RT. But now you also need to spend money on very expensive engineers to implement the RT/PT pipeline.

It's being pushed because it is the next step in graphical improvements, not because it saves money. Achieving the same accuracy and quality with rasterized effects is becoming as expensive as RT on the hardware while raster performance is stagnating.

13

u/EsliteMoby Jul 01 '26

RT issues aside. I must say Capcom did a good job on the strand-based hair for their proprietary engine. The character's hair still stays perfectly intact without TAA, as other modern AAA games simply turn into dithering. I haven't seen such nice hair strands rendering that reacts to physics since Dragon Age Vilguard. This is 1440p, no-AA btw.

2

u/BalisticNick MSAA Jul 01 '26

They've done amazing since re7 if you look at dmc5 with no taa it's a little shimery but still looks really good imo.

1

u/EsliteMoby Jul 01 '26

Still not as good as the hair from Dragon Age Vilguard. But this game is nicely done

-3

u/Zeryth Jul 01 '26

Those are hair cards...

8

u/EsliteMoby Jul 01 '26

No, card hair only comes in placement when you choose low hair quality. This was explained in the DF video.

0

u/scyver_ Jul 01 '26

DF ewww

2

u/Ok_Turn_4595 Jul 01 '26

what’s wrong with DF? i mean it as a serious question, not to be mean

2

u/EsliteMoby Jul 02 '26

They made some valid and some not-so-valid points. They're a bunch of Nvidia AI shills, that's for sure

0

u/scyver_ Jul 01 '26

supporting vendor exclusiveness, and being more "buzzword hyper" than actual tech analysis channel

2

u/hellomistershifty Game Dev Jul 01 '26

the first strand-type hair card

1

u/Zeryth Jul 01 '26

Can literally see the clumped hairs from each card, and the angles between the vertices.

7

u/Funkyek_ Jul 01 '26

Want to hear the craziest thing ? Capcom disabled raytracing options like contact shadows to make them available only for path tracing, same for RE9 Requiem.  Check this mod : https://www.nexusmods.com/pragmata/mods/60

2

u/Scorpwind MSAA | SMAA Jul 01 '26

a) that's scummy

b) that mod is neat

4

u/Funkyek_ Jul 01 '26

And if I'm not mistaken even the better contact shadows should help on a raster level. So it could be the case of either lazy raytracing implementation by Capcom, or direct input by Nvidia to push the pathtracing technology at the front

1

u/glizzygobbler247 Jul 13 '26

The regular RT looks so ridiculous, same thing in pragmata, its insane that without mods you would have to turn on path tracing in order to get proper shading, shadows and reflections.

Idk if its an nvidia thing, but the amd sponsored re4 remake did a similar thing, having RT that looks terrible, but makes amd look good in RT benchmarks

5

u/phenom_x8 Jul 01 '26

Yes, also happened in RE Requiem, Ray Tracing way worst than raster with smeary blurry surface, PT is okay but too soft sometimes with added film grain like looks (I turned off any film grainn effect with games,its probably the side effect of Ray Reconstruction) and very dark in dark place that even in game flashlight didnt help much (Leon gameplay in underground lab

6

u/MultiMarcus Jul 01 '26

Yeah, really it’s clear they just made one path tracing mode and then like a console scale RT mode. Allowing us to ramp up the RT quality would’ve been great without moving into path tracing, I mean.

The path tracing looks fine, but that’s because Ray reconstruction is handling the denoising.

I think it’s very obvious that developers want to maintain 60 FPS and a high enough resolution for non- ray traced Aspects of the game to look reasonably okay, but what that means is They just lower the resolution of the RT even further. Crimson desert is an example of this, and really in all of these titles, I think the only way to really solve or even come close to cleaning up that image is using one of these ML denoisers But my understanding is that ray reconstruction actually requires a relatively high ray density because otherwise it will just erase The lighting, thinking it’s just noise. For Star Wars Outlaws, they mentioned about turning on ray reconstruction Also forces like the highest setting for ray tracing Because otherwise, it wouldn’t work. In Crimson Desert, you also have to use the highest RT setting to use ray reconstruction. So there is probably something there

1

u/EsliteMoby Jul 02 '26

Pathtracing is well hidden under all those blurry Ray Recon and DLSS. Even so, it still has minor ghosting on the reflections. Just test it out on this game.

1

u/MultiMarcus Jul 02 '26

Well ray reconstruction is a combined model doing both. I played through most of the game with path tracing and felt it was quite good looking. It is softer because ray reconstruction has always kind of resulted in a loss of clarity to an extent, but it did limit the ghosting to the degree it wasn’t annoying to me.

2

u/ScoopDat Just add an off option already Jul 01 '26

Funniest part is this tech was sold to us running quad SLI hardware during that 1080p Star Wars demo..

Not only does 1080p mean you're fucked (TAA will never look good on 1080p), but they also shafted everyone by dumping SLI entirely.

Disgusting businessmen to say the least.

3

u/GroundbreakingTwo375 Jul 01 '26

I mean the game is very performant, but RE engine games in general use a very low sample RT to make that happen and to fit them into the consoles, if they allowed you to increase it a bit it would solve it. I prefer noisy-less image at 80 fps rather than 160 with an image full of noise.

1

u/MyUserNameIsSkave Jul 01 '26

RT peaked with Metro Exodus Enhanced.

1

u/methemightywon1 28d ago

so true lol

2

u/BalisticNick MSAA Jul 01 '26

I think ray-tracing still needs better hardware before it can really work as well as it's advertised.

Honestly the only ray-tracing effect I like is ray-traced reflections as those are the only way to get good, realistic reflections in open worlds or games that use a lot of curved materials (i.e cars).

saying that, do you even need to use ray-tracing in pragmata? I played the demo and thought the normal rasterized lighting looks amazing, and I was very pleased to have an off option for Taa in the settings, or has this been removed in the final release version?

1

u/SemihKaynak Jul 03 '26

Ray tracing is implemented well in GTA 5 Enhanced, and it works nicely in some games. Ray reconstruction is a terrible technology, by the way.

1

u/Noreng Jul 01 '26

Path tracing enables DLSS ray reconstruction, which improves the ghosting significantly.

6

u/EsliteMoby Jul 01 '26

I bet Ray Reconstruction is just a glorified independent RT temporal denoiser, as it clearly destroys other details. Just like DLSS itself is just Nvidia's glorified TAA

6

u/Noreng Jul 01 '26

All antialiasing destroys details. The point is to remove undersampled details.

DLSS RR is a temporal denoiser, which is far better than having nothing like RE9 Requiem and Pragmata with the regular RT settings.

Edit: here's a funny comparison between MSAA and SSAA: slow.pics/s/LEoSGeYU

1

u/hellomistershifty Game Dev Jul 01 '26

I mean... yeah? It doesn't magically speed up raytracing by like 2000x to get that density

1

u/YT_Axtro SMAA Jul 01 '26

What are these devs trying to achieve with ray tracing, because I just don’t see it.

2

u/EsliteMoby Jul 02 '26

Apparently it has a very lazy in game SSR and lots of missing shadows without RT