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It depends how games use it. Spiderman 2 for example uses raytracing for reflections which are very important in New York (glass buildings, water, cars) and even uses it to draw rooms inside the skyscraper as you are climbing them. It's important enough that raytracing cannot be turned off even on the lowest quality settings.


No raytracing needed for the window interiors, it’s shader wizardry

https://www.alanzucconi.com/2018/09/10/shader-showcase-9/


According to Fitzgerald, ray/path tracing is used for interiors in the most recent release:

[0]: https://youtu.be/fuu_wseJnIE?t=3m26s


Insomniac is incredible. I have great appreciation for studios willing to maintain their own engine and consistently push technological boundaries. Same with Remedy.


With the horsepower behind Alan Wake 2, Control 2 is gonna be nuts


That was for the first, which needed to run on a PS4.

Spiderman 2 uses a very different system.


This article is from 2018 and talking about the original Spider-Man PS4 game. And I think it's still wrong - as far as I know they used cubemaps for the interiors in that game.

So I think this article is mostly just an ad for a Unity addon.


Article gives examples of the cube mapping interiors https://forum.unity.com/threads/interior-mapping.424676/#pos...

You’re right about the new one though, they’ve apparently gone to raytracing for Spider-Man 2’s windows. I wonder if they’ll stick to raytracing always enabled if they do a PC port of this one.




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