this post was submitted on 24 Jan 2025
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[–] Dark_Arc@social.packetloss.gg 48 points 1 month ago* (last edited 1 month ago) (9 children)

They used ray tracing for the hit registration so that's presumably why.

It's a really interesting idea ... presumably that means there are some really flashy guns and there is a very intricate damage system that runs at least partially on the GPU.

[–] ProfessorProteus@lemmy.world 17 points 1 month ago (2 children)

Not disputing you, but hasn't hitscan been a thing for decades? Or is what you're saying a different thing?

Also, I always thought that the CPU and GPU either couldn't communicate with each other, or that it was a very difficult problem to solve. Have they found a way to make this intercommunication work on a large scale? Admittedly I only scanned the article quickly, but it looks like they're only talking about graphics quality. I'd love to know if they're leveraging the GPU for more than just visuals!

[–] Dark_Arc@social.packetloss.gg 16 points 1 month ago (1 children)

It's a different thing. This is pixel perfect accuracy for the entire projectile. There aren't hotboxes as I understand it, it's literally what the model is on the screen.

[–] ProfessorProteus@lemmy.world 6 points 1 month ago

Ooh, that makes sense. Sounds like it could be much cheaper to process than heavy collision models. Thanks for the clarification!

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