Oh, does it? I was literally thinking to myself that Teardown was an interesting example of destruction, and wondering how they did their lighting. RT makes perfect sense, that must be one of the earliest examples of actually doing something you really couldn’t without RT (at least not while lighting it well).
But yes, agreed that recent performance trends are frustrating, smearing DLSS and frame gen to cover for terrible performance. Feels like we’re in a painful tween period with a lot of awkward stuff going on, and also deadlines/crunch/corporate meddling etc causing games to come out half-baked. Hopefully this stuff does reach maturity soon and we can have some of this cool new stuff without so many other compromises.
The problem isn’t the tech itself. Getting a pretty darn clean 4k output from 1080p or 1440p, at a small static frametime cost is amazing.
The problem is that the tech has been abused as permission to slack on optimization, or used in contexts where there just isn’t enough data for a clean picture, like in upscaling to 1080p or less. Used properly, on a well optimized title, this stuff is an incredible proposition for the end user, and I’m excited to see it keep improving.