Midgar Studio CEO: NVIDIA RTX Is an Awesome Technology, NVIDIA Is Very Smart to Do Hybrid Raytracing First

Alessio Palumbo

A while ago we had the chance to send a few questions to Jérémy Zeler-Maury, CEO of Midgar Studio, the French developer behind Hover and the upcoming JRPG Edge Of Eternity (now scheduled to debut on Steam Early Access in late November), about the upcoming Hover release on consoles and the technical specifications of each platform.

We also took the opportunity to ask him, an experienced programmer, an opinion on the recent NVIDIA RTX reveal. Raytracing has long been considered the Holy Grail of computer graphics, though it was widely believed to be still far off the grasp of real-time applications. NVIDIA changed all that with the upcoming GeForce RTX cards, which they touted to be approximately six times faster than the previous GeForce GTX 10xx series in raytracing thanks to the RT cores.

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NVIDIA RTX makes raytracing possible, though only with a hybrid approach. The incredibly taxing raytracing operations will be focused on reflections, ambient occlusion, global illumination, while everything else remains in the realm of rasterization.

According to Jérémy Zeler-Maury, it was a very smart choice of NVIDIA to adopt this hybrid approach for the "awesome" NVIDIA RTX technology.

NVIDIA RTX is an awesome technology, even before the announcements I was following the creators of that technology and was amazed by the results and the potential of AI reconstruction with raytracing. RTX is already the proof that it's too early, combining raytracing and rasterization just means that we are not ready yet for this step. Neither the game engines nor the hardware is ready for fully raytraced games so the move of NVIDIA that is very smart is to slowly switch different parts of the rendering to raytracing while maintaining compatibility with rasterization and one day switch to full raytracing.

It'll be a while yet before we can test NVIDIA RTX in games ourselves. While Shadow of the Tomb Raider is due later this week, support for the raytraced shadows will only be added at a later, as-of-yet unknown date. Until then, stay tuned for a lot more coverage on the technology.

Alessio Palumbo Photo

About the author: With over two decades of experience in gaming journalism, Alessio Palumbo has led the gaming vertical at Wccftech since August 2015. He started working at a young age for Italian websites like Everyeye.it, Gamestar.it, Nextgame.it, and Multiplayer.it before kickstarting the indie English-language publication Worlds Factory as its founder and Editor in Chief. In the last decade, he has coordinated the overall output of Wccftech's gaming section, managed PR relations, assigned reviews, produced daily news coverage, edited gaming content as needed, and delivered game reviews. Arguably, his trademark content is the long series of exclusive developer interviews that have been cited by Wikipedia and by the biggest news media and gaming publications. His passion for technology also makes him knowledgeable when it comes to gaming hardware and tech. His favorite genres include RPGs, MMORPGs, and action/adventure games.

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