Control screenshot for header

Control – GeForce RTX Real-Time Ray Tracing GDC 2019 Demo

Remedy has released a new trailer for its upcoming supernatural third-person game, Control, showcasing some of its real-time ray tracing effects. In this video you can see examples of various real-time ray tracing techniques such as Ray Traced Indirect Diffuse, Ray Traced Indirect Specular and Ray Traced Contact Shadows.

Control is a sandbox-style, gameplay-driven experience that promises to challenges players to master a combination of supernatural abilities, modifiable loadouts and reactive environments while fighting through the deep and mysterious worlds Remedy is known and loved for.

The game is powered by the Northlight Engine and is currently scheduled for a 2019 release.

Enjoy!

Control - GeForce RTX Real-Time Ray Tracing Demo - GDC 2019

19 thoughts on “Control – GeForce RTX Real-Time Ray Tracing GDC 2019 Demo”

  1. RTX Off could be made to look more like RTX On… But obviously, NVIDIA has to make the tech seem more irreplaceable than it really is.

    1. How so ? You cannot achieve the same with reflections.

      As for raytraced contact shadows, you can’t get that with AO.

      1. You can get close enough that you’ll not notice while actually playing the game. I mean, except for that framerate difference.

      2. I didn’t say you could achieve the same effect, but rather get closer to the RTX than it would appear in this video.
        Also, I think I misinterpreted the lamp scene as artificially downgrading shadows at RTX OFF, but it seems to be the light bouncing off the desk and THEN casting shadows on the wall at RTX ON, right? If so, it’s more impressive than I first thought.

    2. Yep. They just increased the reflective levels on the RTX On footage. Looks like they left AO off on purpose. It really wasn’t dramatically different.

        1. I have to break it to ya bubba, but everyone knows that. What is your point? You think screen space reflections aren’t?

          1. Cube maps are baked, still images, not an accurate, ever-shifting reflection of what is happening in the game world. If you knew anything about computer graphics, you would realize just how impressive that is…and its a long time coming.

          2. They’re not using cube maps doofus. They’re using screen space reflections, obviously. Look up the difference.

          3. You are dumb and what he said flew over your head.
            He gave you example why RT effects cant be done without RT.

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