As we've already mentioned, Minecraft with RTX's worlds are almost entirely traced on a path, with lighting and effects with unprecedented levels of detail, for the very best image quality possible. Here's a complete list of the major effects in case you're curious or just want to learn more about the technology behind Minecraft using the RTX engine.
Precomputed lightmaps and image-based light Probes, Spherical Harmonics and Reflective Shadow Maps are used to illuminate games. Artist-placed lights can also be used to provide light in areas where the above techniques fail. Although the results are impressive, there are a few flaws to the techniques used. The biggest is that dynamic lighting doesn't bounce or illuminate beyond the area in which it was directed.
Imagine a dark room that has bright light shining through windows. With traditional techniques, everything that is directly hit by the light is lit however the areas that are illuminated do not reflect light, and they do not reflect light on the surrounding game elements as they would.
With path tracer, we can precisely model the dynamic indirect lighting that is reflected by indirect bounces off of surfaces in the scene and then have it interact and interplay with other effects ray-traced. Imagine for instance, sunlight shining into a castle through multicolored stained-glass windows, refracting, illuminating all corners of the room, reflecting off the shiny marble floor, and increasing the surrounding detail, causing new contact hardening shadows to be cast by objects.
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