News Game Dev Adds Ray Tracing Support to Actual Super Nintendo

mihen

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Oct 11, 2017
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The issue with real-time raytracing has never been is it possible. It's always been that you can do something better with the available resources. Most game developers don't want to create a game that looks dated by 10 years just to have more accurate lights. Right now you can have real-time path tracing with a few bounces, but the results will look very grainy.
 
The issue with real-time raytracing has never been is it possible. It's always been that you can do something better with the available resources. Most game developers don't want to create a game that looks dated by 10 years just to have more accurate lights. Right now you can have real-time path tracing with a few bounces, but the results will look very grainy.
The funny thing about the "grainy look" result is if you process the results correctly, then that issue goes away. The graininess comes from the random angles the rays shoot out at and an attempt to show the instantaneous (or near-instantaneous) result rather than a result over time. If you average out the results over time, you can achieve super-resolution imaging.
 
Curious what Star Fox would look like if it took place in Night City?
I see they got the 20fps part down right. : 3

This video makes me wish for a ray traced version of Star Fox, SNES.
That would be kind of cool. It could still retain the low-poly, untextured appearance of the Super FX chip, but with improved lighting and reflections. Or even better, they could make a new game in that style, perhaps released as a lower-budget, downloadable title. Star Fox 3?
 
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