Star Citizen - Real Time Ray Tracing Character Test - Realistic Lighting Shadows

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Published on ● Video Link: https://www.youtube.com/watch?v=NtFApXy2yfo



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One light bounce towards the camera casting both light bounce, colorshifting and shadow and the RT cores pushes light through existing light sources in the game and overrun the stock game code while also adding new texture film on to the surround and make things like ships look different and more shiny for examle.

This is possible thanks too the RT cores beeing coded beside the main GPU cores which I understood when the RTX cards released. By the SDK RT code it changes the main Alpha (I think its alpha light sources) light sources and pushes the RT cores onto them making it work and also why you can see colorshifting, engine flickering like on Banu engines, the ship lights become flickering and more realistic and cast brigth light with accurate shadows, even more accurate than the game does stock and that I a more realistic star producing much better lighting and shadows.

Just the main star alone in the system gets over taken by RT cores casting alot more realistic overal light and shadows on the enviorment it can access. Same thing happens inside the ship, more accurate light switches and areas on board.

The main reason why I started this project is just because of the RT cores beeing standalone beside the GPU, thats why I figured out this is possible just running codes for it in the background. And I used Star Citizen among other games but Star Citizen looks good from start so I did these tests mainly too see if you can make the game even better with Ray Tracing, and yes you can. Another thing that makes me laugh is people telling me this and that game doesnt have Ray Tracing that I have tested, which is true.
But what they all dont understand is VulkanRT, OpenGL, DX12 and some DX11 makes it possible to run the Ray Tracing code lines against the engine aka overiding the game itself because its D12, Vulkan RT etc that RT cores work against not the game itself. So all the code need is a game, software using DX12, VulkanRT etc as the main game engine and the code works.

Well overriding the light sources. And no its not Re-Shade, its real code work from RTXGI, Vulkan, DX12 and some custom code sets that already is made by really smart people, and im not a coder but i am i Tech User and still managed too do this with 0 coding skills, mainly beacuse some really smart people at MIT among others have already written all these awesome codes.
And yes there is a flaw, I cannot create perfect reflections just push light sources to bounce once towards the camera, or more bounces, that needs access too the game code. So if you have a monitor reflection on your helmet for example you only can get the background light as a reflection but not text or whatever is on that monitor.

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