I've been testing and reviewing PC
hardware for 27 years now, and I still
remember testing the GeForce 256 SDR and
DDR graphics cards for the first time.
Since then, I have tested a lot of GPUs.
I've played a lot of games, and it's
been a lot of fun. I've seen many new
technologies come and go, but perhaps
the most controversial of which has been
hardware accelerated ray tracing, a
technology that promised to
revolutionize gaming eight years ago
now. So based on everything we know to
this point, was RA tracing actually a
scam?
Back in 2018, Avidia CEO Jensen Wong
took to the stage for an almost 2-hour
presentation where he repeatedly
emphasized that with ray tracing,
you're going to see a lot of writing
about this in the future.
Developers no longer needed to spend
months faking lights with shadow maps or
reflection probes. By applying the laws
of physics, the lighting just works. He
went on to claim that the GeForce 20
series offered the biggest generational
leap in the history of computer
graphics.
Crushing Pascal and best of all, pricing
was set at just $4.99 for the RTX 2070
and models were set to be on shelves
everywhere September 20th. Ultimately,
the claim was that these GPUs were must
buys. You must experience ray tracing.
you wouldn't want to play games without
it. The problem is most of that wasn't
true. To date, ray tracing hasn't
transformed gaming and it's my opinion
that GeForce 20 series owners were sold
array tracing live. I'm not even sure if
we can say that most games released
since then even support ray tracing. And
for the ones that do, the vast majority
of them only enable it as an optional
feature. The truth is I was never really
that sold on the ray tracing dream. When
it comes to promised technologies, I'm
more of a I'll believe it when I see it
kind of reviewer. And with ray tracing,
I really did need to see it. And then
having seen it, I'm still yet to believe
it. In the case of the GeForce 20
series, it simply was not powerful
enough to properly utilize real-time ray
tracing, leading to underwhelming RT
effects and performance. The game
support list was also shockingly short.
12 months after the initial release, we
could point to just two games where you
might want to enable ray tracing. Those
titles being Metro Exodus and Control.
There were a few other games with ray
tracing at the time, but we felt those
titles were extremely underwhelming,
like the noisy and largely pointless RT
reflections in Battlefield 5, for
example. Now, although the rayraced
effects were quite impressive in those
two best case examples, the performance
unfortunately was very underwhelming. If
you wanted to play at over 60fps, you'd
need to lower the resolution to 1080p,
which Nvidia tried to play off as
perfectly fine, pointing to the Steam
hardware survey data that showed most
gamers use 1080p displays. We found that
response unacceptable though, especially
given a GPU like the RTX 2060 Super,
which was now available at the time we
received that response from Nvidia.
Well, that GPU was for the most part a
1440p product. When it came to ray
tracing though, 1440p was so far removed
from the realms of possibility that no
one would ever consider it. Even at
1080p with medium levels of ray tracing
enabled in a game like Control,
performance fell well short of 60fps and
at a cost of $400 US. I think most
gamers would expect at least 60fps at
1440p. And even the more expensive
models like the $500 RTX 2080, they
weren't even close to delivering 60 fps
at 1440p with ray tracing enabled.
Nvidia's other response to our criticism
at the time was to simply turn down
graphic quality settings or use DLSS.
However, we failed to understand why
anyone would turn down settings just to
enable ray tracing. After all, ray
tracing was heavily touted by Nvidia as
a premium graphics feature, a sort of
cherry on top, if you will. So, you
would already be playing with higher
ultra quality settings and then turn ray
tracing on to take things to that next
level. Surely gamers don't want to use
medium or low presets and then enable
ray tracing. That seems to make very
little sense. As for enabling DLSS, that
will improve your frame rate with ray
tracing enabled, but it also improves
your frame rate with ray tracing
disabled. It's also well worth noting
that back then when we were talking
about these responses from Nvidia, they
were talking about DLSS1, which put
simply just it sucked. It was really,
really bad. The DLSS version uh that we
sort of know today, that wasn't released
until 18 months after the RTX 20 series,
and even then, it was much longer until
DLSS 2.0 was widely available.
Not only that, but as I alluded to a
moment ago, upscaling doesn't
fundamentally close the performance gap.
So gamers had to pick between
significantly higher performance or ray
tracing. And that's not to mention the
visual artifacts caused by DLSS that
were more noticeable at the lower
resolutions that you were forced to use
when using ray tracing. And in fact, we
strongly recommended avoiding using DLSS
at 1080p back then, as the results just
weren't good. So, in summary, a year
after release, Nvidia could really only
point to two games that were released
with ray tracing support and RTX 20
series owners should or at least
consider playing them with the feature
enabled. And those two games were again
Metro Exodus and Control. The caveat
here being that most will have to play
at 1080p and even then 60 fps will be
difficult to achieve without using a
medium quality settings which again we'd
argue defeats the purpose of using ray
tracing to begin with. At this point, it
started to become very clear to us that
heavily weighing review recommendations
on ray tracing support and performance
was a poor choice given many of the most
popular games didn't actually benefit
from the inclusion of ray tracing. And
this first became evident with Call of
Duty Modern Warfare, which received ray
traced shadows. Now look, this was a
nice enough feature for the single
player campaign, but for the multiplayer
portion of the game, which is what keeps
players coming back and keeps them
engaged long term, ray tracing was
completely worthless and not something
many gamers would enable. Ray tracing
also came to Fortnite, a game that can
look visually spectacular, but also
never does regardless of your hardware.
And this is because the best way to
actually play the game is using the
popular performance mode. That's sort of
a stripped down quality mode designed to
maximize performance and visibility. So
while RA tracing certainly could offer
an additional layer of immersion for
single player storydriven games for
multiplayer and in particular fast-paced
shooters, it was pretty worthless. In
fact, it was it was absolutely
worthless. And it's not like the GeForce
20 series GPUs were going to get faster
and better at ray tracing over time. If
they couldn't run the early ray traced
effects at the launch of the technology,
what hope did they have of running
better, higher quality effects in games
released years later? And that has
certainly played out at this point as
even the highest end GPUs from the RTX
20 and even the 30 series will struggle
with effects like modern path tracing.
So, for these reasons and more, I
personally wasn't too excited about ray
tracing. And look, I was perfectly
willing to accept that ray tracing was
the future of gaming. So, the r/vidia
fans and myself at least agreed on that
much. But cramming our reviews and
recommendations full of ray trace data
wasn't something I was prepared to do,
despite Nvidia's best efforts to get me
to do just that. Now, you might be
asking, why wasn't I willing to drink
the Kool-Aid? and jump aboard the ray
tracing train. Nvidia fans will be quick
to say it's because we favor AMD. We're
Radon shills here at Harbor Unboxed. But
if you're willing to do just some basic
research, you'll discover that that
narrative doesn't make sense. We
regularly reference the superiority of
Nvidia GPUs, claiming AMD needs to
heavily undercut Nvidia's pricing in
order to compete, and that's something
we very much do believe. We also
criticize both AMD and Nvidia when it's
warranted.
The fact is, we simply don't care for
either of these brands, and there's
plenty of supporting evidence for that
claim. Now, the real reason for why I
wasn't willing to go all in on the ray
tracing hype is because, as I said at
the start of this video, I've been doing
this for a very long time. I've been
doing it long enough to see through the
And I knew what Nvidia was
serving up with the RTX 20 series was
mostly Those GPUs were never
going to do any meaningful levels of ray
tracing. And to this date, they
certainly haven't. And look, while some
GeForce RTX 2060 owners were content
playing a game like Control at 1080p
with medium settings and medium RT
enabled at 40 FPS, that was a heavily
compromised experience. And it was not
what Nvidia promised you. In fact, it is
worth noting that Tim made a video about
2 years ago now looking at how the RTX
2060 aged after 6 years of ray tracing
development. And spoiler alert, the
results were not good. And we did our
best to make it work. But even at 1080p
in a game like Ratchet and Clank Rift
Apart, using the lowest possible quality
preset, once we enabled ray tracing, the
RTX 2060 fell below 60fps.
And that was with DLSS quality upscaling
enabled at again 1080p. So, not a great
experience. Anyway, if you want to
examine the results in that video more
closely, I'll provide a link in the
video description. So, go check that
out. But getting away from these single
player games like Control and Metro
Exodus, for me personally, ray tracing
had a much bigger problem even back in
2019. And it's one that it struggled
with to this very day. You see, for a
lot of games, ray tracing is pointless.
It adds nothing of value, and for that
reason, you simply wouldn't use it. And
many gamers don't. Part of this is
because of the performance, but also
part of it is because of what it changes
visually. In fact, it's not even just
about a type of game, but also a type of
gamer. For example, if I was to play
Shadow of the Tomb Raider, which I did,
by the way, quite a good game, I don't
want to be playing it at 1080p on an RTX
2060 at just over 50 fps with ray trace
shadows. I want to be ideally playing it
at over 120 fps at 1440p. In order to
achieve that level of performance, I
would simply reduce quality settings to
hit my targeted frame rate. And only if
uh at the targeted frame rate or perhaps
above it would I then increase the
visual quality settings. But make no
mistake, the priority would always be
the frame rate first, not the visuals.
Of course, I understand this isn't all
gamers. Some of you are happy gaming at
lower frame rates, 60fps or less, and
you'll prioritize the visuals. That's
perfectly fine. But when it comes to
multiplayer games, particularly
fast-paced shooters, the majority of
players prioritize the frame rate. And
it's here that ray tracing has proven to
be useless even in 2026. In fact, 2
years ago now, we pled some data with
viewers asking what their ideal target
frame rate was for shooters, and the
majority voted more than 140 fps. and I
myself fall into that category. Not only
that, but 88% of those of you who voted
voted for a frame rate target of at
least 100 FPS. And that's a pretty
difficult frame rate to achieve in the
majority of titles supporting ray
tracing. Still, I think it was
reasonable that way back in 2018 that
you might have imagined by now, 2026,
all the latest online shooters would be
using some form of road tracing by
default. it would just be something that
GPUs have supported for at least 5 years
now. So, game engines would naturally
support it. But that isn't the case at
all. It's still very much an optional
feature. And for that reason, most
gamers are opting not to use it. No one
who wants to win is turning on ra
tracing in a game like Fortnite, for
example. Not only is the performance
horrendously poor, but it makes spotting
enemy players extremely difficult. So,
you just end up handicapped on two
fronts, latency and visuals. There is no
denying that the hardwarebased ray
tracing in Fortnite looks incredible. It
It really does. And I much prefer how
the game looks with it enabled. So,
don't get me wrong there. It does look
fantastic. However, the performance
isn't good and visibility is horrible
when compared to the more competitive
performance mode. And this makes the
high quality settings used when enabling
hardware ray tracing very difficult to
play. And as a result, it places anyone
using the highest quality settings in
Fortnite at a serious disadvantage.
Here's some quick examples from some of
the gameplay I recorded for this video.
In this example, I'm in my own builds
editing out to see if there are any
players around me. As you can see, the
hardware RT configuration looks great,
but it's also by far the most difficult
to spot enemy players. Basically, any
player 100 meters or further away is
impossible to spot. And we see when
sticking with the epic quality settings,
but using ambient occlusion and screen
space reflections, it is much easier to
see players at distance.
But by far best of all for visibility,
is the performance mode, which yeah,
again, it looks crap visually. It was
quite an adjustment for me to start
using this, but in terms of
competitiveness, it provides not only
the best FPS performance, but by far the
best visibility.
In this next example, I'm box fighting
in the builds, and with hardware ray
tracing enabled, it's incredibly dark.
And if we pause the video here, as the
player is breaking through my wall with
the game maxed out, I can't really tell
where the player is. And it's much the
same problem when using ambient
occlusion and screen space reflections
with the epic quality settings. Though
the image is overall a bit brighter,
which does improve visibility a little
bit. But when we use the performance
mode, it's a massive competitive
advantage. Here I can already see the
player allowing me to take aim much
sooner hitting my pump shot for 170 to
the head. If we rewind, this is what I
would have been dealing with had I
played the game maxed out. There's just
crap everywhere. And as you can see,
hitting that shot would have been
considerably more difficult. And in this
example, you can see just how much more
difficult it is to see the player
through a simple window edit with the
graphic quality settings maxed out when
compared to the performance mode.
Zooming in provides a very clear example
of just how much more difficult it is to
play Fortnite using highquality
settings. The visible top half of the
enemy player is completely shadowed with
the graphic settings maxed out, while
the performance mode provides a clear
view, allowing me to easily hit my shot
and then reset the wall, hold the wall
to block the enemy shot, and then
re-edit it to eliminate them. Still, the
difference between these quality
settings isn't always night and day. In
this passage of play, the maxed out
quality settings don't really provide
that much of a disadvantage. Though
having said that, the much lower frame
rate would have made hitting this
perfect flick shot that much more
difficult. Having played competitive
shooters and real-time strategy games
for the better part of three decades
now, I knew RA tracing wasn't going to
be all that was promised, at least not
for decades after initial release. And
there's simply no getting around the
fact that this isn't stuff that I've
just made up, stuff that I personally
believe. It is a widely held belief when
asking our viewers if they prioritize
frame rate or graphical quality for
multiplayer games like Counterstrike,
Apex Legends, Valerant, Fortnite, Call
of Duty, and Battlefield. As for some of
the examples, the overwhelming majority
voted for FPS. And supporting that data,
sort of personal stories, but I'll add
them anyway. Bit of anecdotal evidence.
I can't recall the last time someone who
plays these sort of games said to me,
"Steve, I want to upgrade my PC so I can
increase the visuals in Call of Duty."
That's not really something that's ever
happened. Pretty much every time it's
something like, "Steve, what do I need
to upgrade so that I can comfortably sit
above 200 FPS in a game like Fortnite?
Maybe using the performance mode or, you
know, whatever game it happens to be
that they're playing." So given all of
that, a feature that heavily reduces
performance while also making it more
difficult to spot enemy players simply
doesn't make sense. And I'm not saying
ray tracing makes it more difficult to
spot enemy players in all games. Some of
the examples I looked at it does. That's
just one part of it. It's not
necessarily the rule, but what it does
do is heavily reduce performance. And
that pretty much is a rule. Now, I am
sure at some point in the future this
will change. And by default, games, even
the multiplayer shooters that I've been
talking of, they'll use ray tracing as
it, you know, won't be optional and
therefore you simply can't just turn it
off in order to gain a performance
advantage. There'll be a a baseline
there just like there's a baseline for
games today that generally speaking
makes them look better than games from
15 years ago. I think that's safe to
say. Again though, you might have
expected that future to be now, 2026,
because we've been hearing that ray
tracing is the future for like 8 years
now. But it seems like that future is
still at least, I don't know, maybe
another 8 years away. But even for you
single player gamers, it's been an
underwhelming journey so far. I think
it's safe to say to date, there's really
not been that many good ray tracing
titles that you can point at and even
less that you can call truly
transformative. And worse still of the
truly transformative examples we have,
they all require high-end GPUs.
Seriously high-end GPUs, mind you, like
an RTX 4090 or the 5090. So, it's far
from a mainstream technology. You're
not, for example, enjoying path tracing
and Cyberpunk on an RTX 5060 Ti. Not in
any practical sense, anyway. So given
all of that, it's not particularly
shocking that just 2 years ago now, we
asked the simple question, when
available, do you play with RA tracing
enabled? Of the 50,000 people that
voted, just 15% of them said they do,
and they do so while using the maximum
settings. So I guess there's your
high-end representation right there,
your 4090 and 5090 owners. Another 7%
said they enable ray tracing with the
medium to low settings. And then another
26% said they sometimes use ray tracing,
sometimes they don't. Then we had 52% of
all the people who voted saying they
don't use any ray tracing at all, citing
no noticeable visual improvements or the
performance it is simply too large to
justify using it. While piecing this
video together, I did decide to recreate
that 2-year-old poll to see if the
sentiment from gamers had changed.
Unfortunately though, we can no longer
create polls with five options. end
certification is even affecting the
YouTube polls. Anyway, I just decided to
roll the no options into a single
category. So, that's the change we've
had to make there. And what's
interesting is the yes maximum RT
settings percentage is still 15%. While
7% still voted yes, but using the medium
to low RTFX, while the majority voted
that they use RT in some games, but not
others. And then the next largest voter
base said that no, it's not worth it.
they don't use ray tracing. So even
after all of this time, we can group
nearly 80% of all gamers into the they
sometimes use ray tracing or not at all
category. And that is a shocking
statistic for a technology that 8 years
ago now was set to revolutionize gaming
according to Nvidia. And the reality is
for a lot of single player gamers is
they just want to enjoy the story and
the gameplay of the game that they're
trying to play. Having high quality
visuals, you know, sure it's nice. It
can add to the experience, but much of
the enjoyment comes from the actual game
play. So, if enabling ray tracing makes
the game harder to run, outputting a
lower FPS, well, that makes the gaming
experience worse. It's not going to be a
winning feature.
And this ties into a lot of what we're
seeing with modern games. With GPU so
expensive and upgrades out of reach,
many gamers just want the titles they're
interested in to run well on their
hardware. There's a growing sentiment
that game visuals have peaked. We often
see comments saying that they can't
really tell the difference between RT on
and off and that games don't look
substantially better today with fancy
features like ray tracing than they did
8 years ago before the technology was
first released. That's in direct
contradiction to what Jensen promised
all those years ago. How could ray
tracing truly be a must-have technology
that you should spend more on your GPU
for if a sizable portion of gamers don't
think the visual upgrade is noticeable
enough to justify the performance hit?
And doesn't that marketing speak now
sound pretty questionable when this is
the state of ray tracing nearly 8 years
later? Where is that promised future? At
some point, ray tracing will be a
dominant feature that all gamers can
enjoy using. But it feels like we've
been saying that a lot. It's always
about the future, not about the now.
This is where gamers that specifically
bought a GPU to use ray tracing
basically got scammed. The early RTX
enabled hardware is not powerful enough
to play modern ray tracing games. And
the games that were available during the
card's lifespan, they're extremely
underwhelming. a couple of tech demo
type experiences here and there, but
mostly those GPUs were used for regular
rolled rasterization.
If you happen to have bought an RT
enabled GPU for multiplayer gaming,
you've gotten burned especially hard.
None of today's popular multiplayer
titles are best played with RT enabled.
It hurts performance. It makes the game
harder. And there's no clear path to a
future where ray tracing even makes
sense in a multiplayer title. developers
have spent the early parts of the ray
tracing era getting their games to work
on as many potato quality GPUs as
possible to maximize sales and the
player base rather than bothering with
high-end visual features. And then for
single player games, yeah, ray tracing
can be a nice addition if you own a
high-end GPU, but for the normies out
there with mid-range hardware, if
anything, the push to integrate ray
tracing has made games harder to run for
those PC gamers. And in some cases, it's
done so with no clear benefits,
especially if gameplay is the priority.
So, has it made these games easier to
develop? Well, all I'm seeing are
development costs go through the roof,
not the other way around. Unfortunately,
gaming seems to have become little more
than a battleground where companies like
Nvidia do their best to leverage
technologies to their own advantage
rather than the advantage of their
customers who used to be gamers before
they became AI data centers. So, yeah,
that's been pretty disappointing to
watch over the years, but it is what it
is. Anyway, I think I'll end the video
there. If you enjoyed it, you know what
to do. Subscribe for more content. We
also have the join button or Patreon if
you want to support the channel and get
access to some more Harbor Box goodness
like monthly live streams, behind the
scenes content, Q&A stuff. There's
things. Check it out if you're
interested. If not, perfectly fine. And
I would like to thank you for watching
this video. I'm your host, Steve. See
you again next time.