Cyberpunk 2077 stödjer både Ray Tracing och DLSS vid premiären
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Efter att Cyberpunk 2077 visats upp i samband med Night City Wire-sändningen förra veckan, var det somliga som sade sig vara besviken på spelets grafiska nivå. Kanske är det därför som CD Projekt Red och Nvidia (via WCCFTech) nu presenterat spelets användande av Ray Tracing och DLSS 2.0 mer ingående, samt förklarar att detta kommer finnas med redan på premiären:
Ray-traced ambient occlusion - Ambient occlusion is a shading and rendering technique used to calculate how exposed each point in a scene is to ambient lighting. The result is a diffuse shading effect that darkens enclosed and sheltered areas and enhances the rendered image's overall tone. In Cyberpunk 2077, ray-traced ambient occlusion additionally can be used with local lights to approximate local shadowing effects where shadows are missing.
Ray-traced diffuse illumination - This technique is used to capture sky radiance as well as emissive lighting from various surfaces, which is difficult to achieve with traditional rendering techniques.
Ray-traced reflections - In Cyberpunk 2077, ray-traced reflections are used on all surfaces and can trace ranges for up to several kilometers. They are present on both opaque and transparent objects to simulate the way light reflects from glossy and metal surfaces by tracing a single bounce of reflection rays against the scene. This includes smooth natural mirrors like window glass, but also rougher surfaces like brushed metal. Unlike screen space techniques which can only reflect what's on screen, ray-traced reflections incorporate the entire scene around the character, and can accurately represent objects outside the camera view or facing away from the camera.
Ray-traced shadows - Cyberpunk 2077 preview supports directional shadows from the sun and the moon. These shadows aim to be physically accurate and even account for light scattering from clouds. Shadows may be enhanced in the final release to support other types of light sources where it is needed.