this post was submitted on 24 Jan 2025
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Well like, basically every shooter currently uses a hitbox to do the hitscan and that never matches the model 1:1. The hitboxes are typically far less detailed and the weak points are just a different part of the hitbox that is similarly less detailed.
I think what they're doing is using the RT specialized hardware to evaluate the bullet path (just like a ray of light from a point) more cheaply than can be traditionally done on the GPU (effectively what Nvidia enabled when they introduced hardware designed for ray tracing).
If I'm guessing correctly, it's not so much that they're disregarding the mesh but they're disregarding hitbox design. Like, the hit damage is likely based on the mesh and the actual rendered model vs the simplified hitbox ... so there's no "you technically shot past their ear, but it's close enough so we're going to call it a headshot" sort of stuff.
If you're doing a simulated shotgun blast that could also be a hundred pellets being simulated through the barrel heading towards the target as well. Then add in more enemies that shoot things and a few new gun designs and... maybe it starts to make sense.