>That's largely Nvidia marketing spin.
Hardly, every game I play now has RT and RDNA2 is crap at it. It was their first go at it sure, but RDNA2 is also what the consoles have to put up with so the subpar raytracing performance had an outsized effect on the industry.
>RT in games during RDNA2's lifetime, and even today, is little more than a gimmick
Absolutely, categorically false.
>that is barely noticeable while actually playing.
This is not true in the slightest.
>It isn't even real ray tracing.
It's true that raytraced effects is not _full path tracing_. It still makes an enormous visual difference via things like RTGI.
>And even further, even on the RTX parts, using RT usually requires rendering at a much lower resolution and then upscaling.
Yes, this is another area AMD was way behind and recently almost caught up. DLSS2.x is amazing, letting me render at 1440p scaled to 4K with an output that _exceeeds_ 4K native quality in many games/contexts (thanks to 4K native also running TAA, which has other issues).
>With DLSS3, they just go ahead and start inserting extrapolated frames to get the FPS numbers up
You're using outdated terms. DLSS3.x includes _both_ the 2.x image upscaling tech and DLFG (deep learning frame generation) that was previously called "DLSS3". DLFG is an optional feature of the 3.x SDK that's only supported on 4000 series GPUs. DLFG also works very well, and both initial reviews and user feedback on reddit has been overwhelmingly positive.
>It's hard to believe gamers are willing to make that trade to be honest.
What trade?
>If it was pitched together as all one package many years ago, they'd have been laughed out of the room.
This entire post just seems like AMD cope, rather than a fair evaluation of the current state of RT. RDNA3 upped RT performance significantly but it's still not enough.