NVIDIA’s RTX implementation in Quake and Minecraft also leverages path-tracing which is why they are so performance-intensive, despite having a low polygon count. While this is more accurate, it is significantly more intensive too. McFly’s solution uses path-tracing, meaning each ray after being cast undergoes several intersections with the objects in the scene before returning to the source. In most games, RTX is implemented using standard ray-tracing where each ray of light undergoes a single intersection after which it returns to the light source. The difference between McFly’s ReShade shader and NVIDIA varies from game to game, and in some the end-result is more or less than the same. ![]() Difference Between ReShade PRGI Shader and NVIDIA RTX Then, what’s the point you may ask? Well, it still produces a much more accurate shadowing for objects present in the scene, much better than traditional SSAO and HBAO. It depends on the data available in the depth buffer. However, unlike NVIDIA’s RTX implementation in games like Minecraft, the RTGI shader doesn’t consider objects and sources not visible on the screen. To answer that question, yes, this indeed is real-time ray-tracing. ![]() ![]() Before we begin, you’ll probably want to know whether this is actual ray-tracing or some dirty hack.
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