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DirectXPATCH 2026.10.17

Ray Tracing vs. Rasterization: What Makes Modern Game Graphics Look Better?

By VGSources Team 12 min read

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Neither ray tracing nor rasterization automatically makes every game look better. Rasterization is the fast, established process that turns visible geometric primitives into screen pixels. Ray tracing calculates how rays intersect scene geometry, allowing selected lighting, shadow, reflection, and refraction effects to follow more physically plausible paths. Modern games can use both in one renderer, so the visible result depends on the scene, the effect being rendered, the implementation, the settings, and the hardware.

The useful question is not which label wins in the abstract. It is whether a particular ray-traced effect improves the image enough to justify its cost at your chosen resolution and frame rate.

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The short answer: graphics look better when the right technique is used for the right effect

Rasterization projects triangles and other primitives onto the camera’s viewport, determines which pixels they cover, interpolates values such as depth and texture coordinates, and invokes shaders for those covered pixels. It is exceptionally efficient for producing a complete frame and remains the foundation of most real-time game rendering.

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Ray tracing starts from rays rather than pixel coverage. A ray is tested against an acceleration structure containing the scene’s geometry. The renderer can then run a closest-hit shader when an intersection is found or a miss shader when the ray reaches nothing. Additional rays can test whether a light is visible, find reflected directions, or follow refraction through transparent materials.

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Because the methods answer different questions, a renderer can rasterize the main scene and ray-trace only reflections, shadows, ambient occlusion, or another selected effect. Calling a game rasterized or ray traced is therefore an oversimplification unless you specify which parts of its frame use each method.

How rasterization turns a scene into pixels

1. The engine submits geometric primitives

A game represents meshes as primitives, usually triangles, with positions, normals, texture coordinates, colors, and other per-vertex data. The graphics pipeline receives those primitives along with camera transforms and material information.

2. The pipeline clips and projects geometry

Primitives outside the camera’s view are clipped. The remaining vertices are transformed into the camera’s coordinate system, perspective division converts them into normalized device coordinates, and viewport mapping places them on the render target. Microsoft’s Direct3D 11 documentation describes this stage as converting vector information made of shapes or primitives into a raster image made of pixels for real-time 3D graphics.

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3. Covered samples are generated and values are interpolated

The rasterizer determines which pixel locations, and in multisampled rendering which individual samples, are covered by each primitive. Values supplied at the vertices are interpolated across the triangle. That gives a pixel shader the coordinates and attributes it needs to look up textures, evaluate material equations, and produce a color.

4. Pixel shaders calculate the visible surface

A pixel shader can combine textures, normal maps, lights, shadows, reflections approximated with screen-space or probe-based methods, ambient terms, and many post-processing inputs. Rasterization itself does not prevent sophisticated lighting; it simply establishes which screen samples correspond to a projected primitive.

5. Depth, stencil, and output merging decide what survives

The output-merger stage uses render-target state, pixel-shader output, and depth/stencil buffers to determine final visibility and color. A fragment behind an already written depth value can be rejected, while blending can combine transparent or translucent contributions. These tests are a major reason rasterization can produce a complete image quickly: visibility is resolved in screen space as primitives are drawn.

How ray tracing evaluates rays and intersections

Acceleration structures make scene queries practical

Testing every ray against every triangle would be too expensive for real-time rendering. Ray-tracing implementations organize geometry in acceleration structures, allowing the hardware and driver to discard large regions of the scene before performing detailed intersection tests. The exact structure and scheduling differ by API and hardware.

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Ray-generation shaders launch the work

A ray-generation shader chooses the origin and direction of each ray and can attach payload data such as color, distance, or material information. A primary camera ray may be launched for each pixel, while secondary rays can be launched only where a material or effect needs them.

Closest-hit and miss shaders provide different outcomes

When a ray intersects geometry, the closest-hit shader can read the hit point, surface normal, material data, and payload, then produce lighting or launch more rays. If no geometry is intersected, a miss shader supplies an environment color, sky contribution, or other fallback. Microsoft’s Xbox GDK DXRSimpleLighting sample demonstrates ray generation through an acceleration structure, closest-hit shading, and miss shading, and also includes an inline-ray-tracing mode.

Secondary rays model visibility and light transport

A shadow ray can travel from a surface toward a light and report whether another object blocks it. A reflection ray can follow the mirror direction from a glossy surface. A refraction ray can pass through glass or water according to the material’s index of refraction. More elaborate path-tracing approaches launch many rays that bounce through the scene, but real-time games commonly limit ray counts and bounce depth to meet a frame-time budget.

Rasterization and ray tracing compared

Aspect Rasterization Ray tracing
How the image is formed Projects primitives to the viewport, determines pixel coverage, interpolates attributes, and shades covered pixels. Generates rays and evaluates their intersections with scene geometry using acceleration structures and hit or miss shaders.
Visibility decision Depth and stencil testing plus output-merger state resolve which drawn samples remain visible. A ray can return the nearest intersection, or a miss result when no geometry is encountered.
Typical strengths Efficient full-frame rendering, predictable workloads, and mature material and lighting techniques. Direct visibility queries for shadows, reflections, refractions, ambient occlusion, and other effects that benefit from scene-aware paths.
Lighting approach Uses shaders, shadow maps, probes, screen-space techniques, baked data, and other approximations or simulations. Can trace selected paths through the scene so visibility and reflection or refraction directions follow actual geometry.
Sampling Usually shades the covered screen samples selected by rasterization and multisampling rules. May launch one or more rays per pixel or per effect sample; low-sample results often need reconstruction or denoising.
Hardware note Supported by the normal graphics pipeline on modern GPUs. Support depends on the game, API, driver, and GPU. Microsoft’s Direct3D 12 ray-tracing sample collection specifically requires a GPU and driver supporting DirectX 12 Ultimate.

The table describes the techniques, not a universal quality ranking. A carefully tuned rasterized image can look more convincing than a poorly implemented ray-traced effect, and a subtle ray-traced improvement may be worth its cost in one scene but not another.

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Where ray tracing can change what you see

Shadows

Rasterized games commonly use shadow maps: the scene is rendered from a light’s viewpoint, and the resulting depth information is compared with the camera view. Shadow maps are efficient but can show aliasing, bias errors, limited distance, or an abrupt change in resolution. A ray-traced shadow test asks whether a path from the shaded point to the light is blocked by scene geometry. This can produce more natural contact shadows and reduce some projection artifacts, but the result still depends on ray count, denoising, light sampling, and the game’s artistic choices.

Reflections

Screen-space reflections can be sharp and inexpensive where reflected objects are present in the current image, but they cannot show objects outside the screen or behind the camera. Reflection probes and planar reflections fill some gaps but require placement, updates, or approximations. Ray-traced reflections can query off-screen geometry and can represent reflections on curved or rough surfaces. A game may blend ray-traced results with probes or screen-space data to avoid tracing every pixel at the same quality.

Refractions and transparent materials

Glass, water, ice, and other transparent materials need rays that change direction as they pass through a surface. Ray tracing can follow those paths through scene geometry. Rasterized implementations can still create convincing transparency with sorting, refraction textures, cubemaps, and screen-space techniques, but each method has limits that developers must manage.

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Ambient occlusion and indirect visibility

Ambient occlusion darkens creases and nearby surfaces where ambient light is blocked. Screen-space or baked methods are fast but depend on available data and can miss off-screen occluders. A ray-traced ambient-occlusion query can inspect the surrounding scene directly. Microsoft’s Direct3D 12 sample collection includes a real-time denoised ambient-occlusion example, demonstrating the kind of targeted effect a hybrid renderer can add.

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Why ray tracing can cost frame rate

Every ray-traced effect adds work beyond the main rasterized frame. The cost is influenced by the number of rays, the number of bounces, how often rays hit complex geometry, material branching, resolution, denoising, temporal reconstruction, and how efficiently the game builds and traverses acceleration structures. A glossy reflection that traces several rays per pixel is a different workload from a low-resolution shadow mask.

There is no reliable single percentage that describes the frame-rate cost of ray tracing across games. Two titles can use the same feature name with different ray counts, resolutions, denoisers, lighting models, and fallback paths. The same title can behave differently on different GPUs, drivers, CPUs, and display resolutions.

Why denoising is often necessary

Tracing many samples per pixel produces smoother results but consumes more time. Real-time renderers therefore may trace only a small number of samples and reconstruct the missing information with temporal accumulation, spatial filtering, or a dedicated denoiser. Microsoft documents a real-time denoiser example using one ray per pixel in its sample collection. That example shows why denoising and reconstruction are part of a practical low-sample pipeline; it is not a general performance promise for every game.

Resolution multiplies the workload

Increasing output resolution increases the number of pixels that may need ray-traced work. Some games trace at a lower internal resolution and upscale, trace only selected effects at reduced resolution, or vary ray density according to distance and material roughness. These choices can preserve a target frame rate while changing sharpness or stability.

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What “better graphics” means in a real game

Image quality is a judgment about a particular scene and effect. Ray tracing can improve physical plausibility, but plausibility is not identical to artistic quality. A designer may intentionally use stylized shadows, exaggerated reflections, or baked lighting that does not follow a physically accurate path.

  • Look at motion, not only screenshots. Temporal denoising, disocclusion, and changing reflections can produce shimmer or ghosting that is invisible in a still image.
  • Inspect the affected effect. If a game’s ray-traced mode changes shadows, compare contact areas and moving lights; if it changes reflections, inspect off-screen objects and rough surfaces.
  • Check consistency. Hybrid systems may fall back to rasterized or probe-based data for some materials, distances, or effects. A reflection can therefore look different across surfaces in the same frame.
  • Consider your display and target frame rate. A subtle improvement may be difficult to see at normal viewing distance, while a lower frame rate is immediately apparent during play.

Why modern games combine both methods

Rasterization is well suited to drawing the complete visible scene and feeding conventional material shaders. Ray tracing is well suited to queries that rasterization approximates awkwardly, such as whether a specific light path is blocked or what lies outside the current screen. A hybrid renderer assigns each job to the technique that handles it most efficiently.

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A common hybrid frame

  1. The engine rasterizes opaque geometry into color, depth, motion, and material buffers.
  2. It uses those buffers to run conventional lighting and post-processing.
  3. Selected pixels or lights launch ray-traced shadow, reflection, ambient-occlusion, or refraction queries.
  4. A denoiser and temporal reconstruction combine the sparse ray results with information from neighboring pixels and previous frames.
  5. The compositor blends the results with rasterized lighting, probes, sky data, or other fallbacks before presenting the final image.

This division is not mandatory. Some engines can use inline ray queries inside other shaders, while others use dedicated ray-generation pipelines. The Xbox GDK DXRSimpleLighting sample, targeted at Xbox Series X and S and compatible with the March 2022 GDK, illustrates both a ray-tracing pipeline and an inline-ray-tracing mode.

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Hardware and compatibility: what to verify

Do not infer support from the words “ray tracing” alone. Verify the specific game, platform, operating-system graphics API, GPU, driver, and enabled feature set. A game may expose a ray-tracing option only on certain hardware or may offer a lower-quality fallback through software or non-ray-traced techniques.

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What the Microsoft sample requirement means

Microsoft’s Direct3D 12 ray-tracing sample collection requires a compatible GPU and driver supporting DirectX 12 Ultimate. That is a requirement for those Direct3D samples, not a universal minimum for every game, console, engine, or graphics API.

Dedicated ray-tracing hardware

Microsoft’s overview of the Surface Book 3 Quadro RTX 3000 describes dedicated hardware-based ray tracing and names physically accurate shadows, reflections, and refractions. The overview is specific to that older model and should not be treated as current graphics-card buying advice. Hardware capabilities, drivers, and game support change, so use current documentation for a purchasing decision.

Console and PC differences

Console developers target a fixed hardware design and can tune ray counts, resolution, and denoising around it. PC games must accommodate a wider range of GPUs and drivers, so they commonly expose separate quality presets and fallback paths. Neither platform is automatically better; the implementation and chosen settings determine the result.

How to decide whether to enable ray tracing

  1. Identify the effect. Read the setting name carefully: reflections, shadows, global illumination, ambient occlusion, and full path tracing have different workloads.
  2. Start with your target. Choose the resolution, refresh rate, or frame-rate cap you want before enabling extra effects.
  3. Compare the same scene. Use a repeatable location with moving lights, reflective materials, transparent surfaces, or dense geometry so the change is visible.
  4. Watch frame-time behavior. A stable frame rate matters more than a brief peak. Traverse the scene, enter combat, and look for stutter or uneven pacing.
  5. Adjust one variable at a time. Reduce ray-tracing quality, ray count, reflection resolution, shadow distance, or internal resolution separately so you know what caused the change.
  6. Keep the setting that improves your experience. If the visual difference is hard to see but motion becomes less responsive, rasterized lighting may be the better choice for your priorities.

Common misconceptions and their corrections

“Ray tracing replaces rasterization.”

Usually it does not. Many games rasterize most geometry and use ray tracing for selected effects. The two labels describe rendering operations, not necessarily two mutually exclusive game modes.

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“Rasterization cannot produce realistic lighting.”

Rasterized engines can combine shadow maps, probes, baked light, screen-space effects, physically based materials, and temporal techniques to create highly convincing images. Their approximations have different failure cases from ray tracing, but realism is not exclusive to one pipeline.

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“More rays always means a better image.”

More samples can reduce noise, but reconstruction quality, geometry, material data, lighting choices, and artistic direction also matter. Poor denoising or unstable temporal accumulation can make a higher-cost mode look worse in motion.

“A ray-tracing-capable GPU guarantees support.”

The game must implement the feature, the driver must expose the required API, and the platform must meet the developer’s compatibility checks. Hardware support is necessary for some implementations, not sufficient for every title.

“A benchmark from one game predicts every other game.”

Ray workload, resolution, denoising, scene complexity, and engine architecture vary too widely for a single result to transfer reliably. Use measurements from the exact game and settings you plan to play.

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A practical way to read graphics settings

Settings that mention ray-traced reflections generally affect reflective materials and may have little visible impact in matte environments. Ray-traced shadows matter most with strong, moving, or nearby lights. Ambient-occlusion options influence creases and contact areas rather than distant illumination. Path-tracing modes can alter the entire lighting model and therefore carry a different cost and visual character from one isolated ray-traced effect.

Look for independent controls for resolution scaling, denoising quality, reflection or shadow distance, and ray-tracing quality. If a preset combines them, change the individual options after selecting the preset so you can preserve the effects you value and disable the ones you cannot see.

The bottom line for players

Rasterization remains the efficient way to turn a complete set of visible primitives into pixels. Ray tracing adds scene-aware intersection queries that can improve particular shadows, reflections, refractions, or visibility effects. Modern renderers commonly combine them. Choose based on the specific scene, the clarity of the visual improvement, your target frame rate, and the requirements of your game and hardware—not on the assumption that one technique is universally superior.

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