On the other hand, the fact that ray tracing will be supported on a hardware level on both consoles and all GPUs from now on means that it will become an industry standard and most developers will use it. Of course, in the end it will all depend on how powerful the ray tracing accelerated hardware in the next gen consoles are, as well as how graphically realistic, how many demanding visual effects, physics objects and simulations, open world or linear, multiplatform, among other things are in a game. I use 2160p here as I'm sure Sony, Microsoft and most publishers will want to use the 4K buzzword on marketing, as well as it becoming an industry standard when the next gen consoles arrive - even if some games will be using checkerboard rendering still. If Xbox Scarlett and PS5 are four times more powerful than Xbox One X - bearing in mind the word "perspective", it's still hard to imagine a game like Control hitting 2160p at 60fps with light ray tracing or 30fps with the full ray tracing treatment. Microsoft stated in the Xbox Project Scarlett - E3 2019 Reveal Trailer that: "From a pure processing perspective, this is four times more powerful than the Xbox One X." The problem is that even on Xbox One X, the game only runs at without any ray tracing. Most graphical settings have very little impact on performance. On PC, Control is not a demanding game unless you turn the ray tracing options on. It's all well and good to purport ray tracing for next gen games but bear in mind it requires an RTX 2080Ti to run Control with all ray tracing effects turned on at 60fps with fps dips at 1080p.I agree with you to a certain point, I can see the problems as well as the solutions.
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