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Re:Cyberpunk 2077’s Path Tracing Update by tormeh on Monday May 08, 2023 @09:17AM (#35861236)
I wonder why there's no option to render a bit outside the screen just to make these artifacts disappear. Cheaper than RT, and would provide for me the most noticeable improvement of RT
Re:Cyberpunk 2077’s Path Tracing Update by c-hendricks on Monday May 08, 2023 @02:57PM (#35865642)
Works for this one specific case of when screen space reflections fall short. IMO fishing rods / planes make for much more distracting visual issues.
Re:Cyberpunk 2077’s Path Tracing Update by d_tr on Tuesday May 09, 2023 @05:03AM (#35871733)
> IMO fishing rods / planes make for much more distracting visual issues.

What exactly are you referring to? I searched for it and all I got was stuff about actual fishing rods and some Minecraft and WoW guides...

Re:Cyberpunk 2077’s Path Tracing Update by c-hendricks on Tuesday May 09, 2023 @05:37PM (#35880707)
Sorry, just seeing this now

Try to picture you flying a plane in a game. You're over a lake and your plane is occluding a mountain in the distance.

With SSR, those bits of the mountain your plane is blocking won't be rendered in the reflection.

Same with a fishing rod. They're tall and block a lot of things in the distance, thus breaking SSR.

Pay attention to the reflection in the water here when Sonic casts the rod (time-stamped): https://youtube.com/watch?v=IaPMkpDOFng&t=42s

Since it doesn't make sense to have a hole in a reflection when there's not actually a hole in the object, the reflection just stops when something occludes the object being reflected.

Re:Cyberpunk 2077’s Path Tracing Update by redox99 on Tuesday May 09, 2023 @01:16AM (#35870437)
I guess if you do that you're not too far from planar reflections in terms of cost, which would be better as well since they don't suffer from occlusion artifacts.