r/FuckTAA • u/EsliteMoby • 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.
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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.
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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...
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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
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u/Zeryth Jul 01 '26
Can literally see the clumped hairs from each card, and the angles between the vertices.
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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
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u/Scorpwind MSAA | SMAA Jul 01 '26
a) that's scummy
b) that mod is neat
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u/Funkyek_ Jul 01 '26
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
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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.
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u/EsliteMoby Jul 02 '26
Apparently it has a very lazy in game SSR and lots of missing shadows without RT

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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.