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Neither ray tracing nor rasterization is automatically “better.” Rasterization turns scene geometry into the pixels your display shows, while ray tracing calculates what rays encounter as they travel through the scene. Most modern games can use rasterization for the main image and ray tracing for selected shadows, reflections, ambient-occlusion or transparency effects. The result depends on the particular game, scene, settings, resolution, denoising and graphics hardware.

So the useful question is not which technique wins in every case. It is which technique produces the most convincing result for the effect you are looking at, and whether the extra computation is worthwhile at your chosen frame rate.

What “better graphics” actually means

Image quality is a judgment about a specific scene. A ray-traced reflection can show objects that are outside the camera’s direct view, making a car body, wet street or mirror look more convincing. In another scene, a carefully authored rasterized shadow may look just as good while leaving more performance available for animation, resolution or other effects.

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Rasterization and ray tracing are rendering methods, not two mutually exclusive labels for an entire game. A renderer may rasterize opaque geometry, then launch rays for reflections or shadows, and finally combine the results with ordinary shaders and post-processing. Conversely, a game may use no ray tracing at all and still produce detailed lighting through rasterized shadow maps, screen-space effects, baked illumination and physically based materials.

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Microsoft’s Direct3D 11 documentation defines the rasterization stage this way: “The rasterization stage converts vector information (composed of shapes or primitives) into a raster image (composed of pixels) for the purpose of displaying real-time 3D graphics.” That definition captures the central distinction: rasterization determines which screen pixels a primitive covers; ray tracing determines how rays intersect scene geometry.

How rasterization forms a game image

Rasterization starts with geometric primitives—usually triangles—rather than with a separate ray for every visible sample. The graphics pipeline transforms those primitives from object space toward the camera, clips parts outside the view, and maps the surviving geometry to the viewport.

1. Transforming and clipping primitives

Vertex processing applies the object, camera and projection transforms. Clipping removes portions that cannot appear in the view. Perspective division and viewport mapping convert the remaining positions into screen coordinates. These operations establish where a triangle can contribute to the final image.

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2. Finding covered pixels

The rasterizer tests the triangle against a grid of pixel locations and produces fragments for covered samples. Values supplied at the vertices—such as texture coordinates, colors and normals—are interpolated across the primitive. The number and arrangement of samples can change with multisample anti-aliasing and other quality settings.

3. Running pixel shaders

For each covered sample that survives the pipeline’s rules, a pixel shader calculates a color or other outputs. The shader can read textures, material parameters, light data, shadow maps and screen-space buffers. Rasterization itself does not dictate a simple lighting model; sophisticated lighting can be implemented in shaders and supporting passes.

4. Resolving visibility and writing the result

Depth and stencil tests determine whether a fragment is behind geometry already recorded in the depth buffer or should be rejected for another reason. The output-merger combines pixel-shader results with render-target state, blending rules and depth/stencil information. The surviving values become the image that later passes may post-process and present.

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This approach is efficient at turning a large amount of visible geometry into a screen-sized image, but effects that depend on information outside the current camera view need additional techniques. A screen-space reflection, for example, can only use pixels that are already visible on screen; shadow maps and probes provide other approximations.

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How ray tracing forms an image

Ray tracing reverses the central question. Instead of asking only which triangles cover a pixel, it asks what a ray from a camera or another point encounters in the scene.

1. Building an acceleration structure

Testing every ray against every triangle would be impractical for a real-time scene. Ray-tracing APIs therefore use acceleration structures that organize the scene so a ray can quickly skip regions it cannot hit. The exact structure and update strategy depend on the API and engine.

2. Generating rays

A ray-generation shader creates rays for pixels, samples or selected effects. A primary camera ray can find the first visible surface. Secondary rays can be launched from that surface toward a light, through a transparent material, or in a reflected direction.

3. Handling hits and misses

When a ray intersects the acceleration structure, the closest-hit shader can evaluate the material and lighting at that location. If no geometry is encountered, a miss shader supplies an environment or background result. Microsoft’s Xbox GDK DXRSimpleLighting sample demonstrates ray generation through an acceleration structure, closest-hit shading and miss shading; it also includes an inline-ray-tracing mode. The sample targets Xbox Series X and S and is compatible with the March 2022 GDK, so its details are an example of an API and platform implementation, not a universal requirement.

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4. Combining samples and reconstructing an image

Real-time ray tracing often uses relatively few rays per pixel and combines the noisy results with temporal accumulation, spatial filtering or a denoiser. Microsoft’s Direct3D 12 sample collection includes a real-time denoiser for a one-ray-per-pixel example. That demonstrates why reconstruction can be part of a ray-traced pipeline; it is not a general performance guarantee or a claim that every game uses one ray per pixel.

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Rasterization and ray tracing compared

Aspect Rasterization Ray tracing
How the image is formed Projects primitives into the viewport, finds pixel coverage, interpolates values and invokes pixel shaders. Generates rays and evaluates their intersections with scene geometry, then runs hit or miss shading.
Typical visibility question Which primitive is closest at this screen location according to depth testing? What does this ray encounter, and which intersection is closest?
Lighting and reflections Uses shaders, shadow maps, probes, baked data and screen-space methods; quality depends on the implementation. Can trace selected paths for shadows, reflections, refractions and related visibility effects.
Image limitations Effects may need approximations or extra passes when the required information is outside the current view. Results can include off-screen or indirect visibility, but limited ray samples may require denoising and can miss detail.
Performance cost Varies with geometry, overdraw, shader complexity, resolution, anti-aliasing and other passes. Varies with ray count and type, scene complexity, acceleration-structure updates, shader work, denoising, resolution and hardware.
Hardware and software Supported by the ordinary graphics pipeline on the target platform. Requires the game, API, driver and GPU to support the specific ray-tracing path; exact requirements differ by title and platform.
Overall image quality Can be excellent with strong assets, lighting and post-processing. Can improve physical plausibility for particular effects, but does not guarantee a better-looking entire frame.

Where ray tracing can visibly help

Shadows

A ray can test whether a point is visible to a light and can naturally account for blockers between them. This can produce contact and area-light behavior that is difficult to approximate with a limited set of shadow maps. The result still depends on the game’s light representation, ray budget, filtering and temporal stability.

Reflections

Rasterized reflections may come from reflection probes, planar textures or screen-space data. Those methods can be fast and convincing within their design limits, but screen-space reflections cannot show an object that is not currently visible in the screen buffer. A ray-traced reflection can query scene geometry beyond the current view, which is especially noticeable on mirrors, glossy floors, water and curved metal.

Refractions and transparency

Refraction changes a ray’s direction as it passes through a material. Ray tracing can follow that path through glass, water or other transparent surfaces. A game may instead use authored approximations, and a ray-traced result can still be limited by recursion depth, sample count and denoising.

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Ambient occlusion and indirect visibility

Short rays can estimate how enclosed a surface is or whether nearby geometry blocks ambient light. Microsoft’s Direct3D 12 ray-tracing samples include real-time denoised ambient occlusion, illustrating one use of ray queries rather than establishing that all ambient-occlusion implementations are ray traced.

Why ray tracing can reduce frame rate

There is no single, reliable percentage that describes the cost of enabling ray tracing. A game might trace a small number of short rays for one effect, or many rays that bounce, intersect complex geometry and feed a denoiser. The workload changes with resolution and with the number of pixels affected.

  • Ray count and path length: More rays, longer rays and additional bounces require more intersection and shading work.
  • Effect coverage: Reflections across the entire frame can cost more than a small shadow pass, although the exact relationship is engine-specific.
  • Scene and material complexity: Detailed geometry, alpha-tested surfaces and expensive hit shaders increase work.
  • Acceleration-structure updates: Animated or destructible objects may require updates as they move.
  • Denoising and reconstruction: Filtering noisy samples adds compute and can introduce ghosting or loss of fine detail.
  • Resolution and settings: Native 4K, high-quality reflections and multiple ray-traced effects can demand more than lower-resolution or selectively enabled settings.
  • Hardware and drivers: Dedicated ray-tracing units, general shader resources, memory bandwidth and driver quality all affect the outcome.

These variables are why a controlled comparison must hold the game version, scene, resolution, upscaling, frame-generation mode, ray-tracing preset and other settings constant. The available official material does not provide a current, equivalent game benchmark, so a universal frame-rate verdict would be misleading.

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Hardware and compatibility: what to check

Ray tracing is not enabled merely because a computer has a modern graphics API. Confirm support at three levels: the game, the operating-system/API path and the GPU driver.

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Game support

Look in the game’s graphics settings or technical documentation for the exact effects supported—such as ray-traced shadows, reflections, global illumination or ambient occlusion. A title may support one effect but not another, and console and PC versions can expose different options.

API and driver support

Microsoft’s Direct3D 12 ray-tracing sample collection requires a GPU and driver that support DirectX 12 Ultimate. That requirement applies to those samples; it is not a universal minimum for every game, API or platform. A game using another API can have different requirements.

GPU support

A graphics card with hardware ray-tracing support can be a prerequisite for a particular implementation, but the phrase does not promise a specific frame rate or universal game compatibility. Microsoft’s Surface Book 3 overview for the Quadro RTX 3000 describes dedicated hardware-based ray tracing and lists physically accurate shadows, reflections and refractions. That is an older, model-specific overview, not current purchasing guidance.

Console examples

The Xbox GDK DXRSimpleLighting sample is designed for Xbox Series X and S and documents its compatibility with the March 2022 GDK. A console sample therefore shows what that platform’s development kit demonstrates; it does not establish identical support on every console generation or PC configuration.

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How hybrid renderers use both techniques

A hybrid renderer assigns each task to the method that fits its data and budget. Rasterization can produce the main opaque geometry pass and many material outputs. Ray tracing can then add a selected effect, such as a reflection or shadow, using the rasterized depth, normals and materials as inputs. The engine composites the ray-traced result with the rest of the frame, applies denoising or temporal accumulation, and continues with post-processing.

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This division explains why “the game uses ray tracing” does not mean every pixel was generated by tracing a complete light path. It also explains why turning on one ray-traced option can change a scene dramatically while another option has little visible effect. The implementation decides which surfaces, lights, rays and bounces participate.

How to decide which settings look better for you

  1. Record a rasterized baseline. Use the same resolution, field of view, texture quality, anti-aliasing and upscaling mode you plan to keep.
  2. Enable one ray-traced effect at a time. Start with shadows, reflections or ambient occlusion rather than changing the entire preset. This reveals which effect matters in the scenes you play.
  3. Compare representative scenes. Inspect a bright outdoor area, a dark interior, glossy materials, water or glass, and scenes with moving objects. A benefit visible in one location may not appear elsewhere.
  4. Watch image stability, not only still screenshots. Move the camera and look for shimmering, ghost trails, missing reflection details or noisy surfaces. Denoising and temporal reconstruction can behave differently in motion.
  5. Measure consistency. Use the game’s built-in frame-time graph or a trusted overlay, and compare the same route or replay. Average frame rate alone can hide stutter or poor frame-time spikes.
  6. Adjust the ray-tracing quality separately. If the game exposes ray count, reflection distance, shadow resolution or bounce limits, lower the setting that affects your least important scene before disabling every effect.
  7. Keep the setting that improves your experience. If the visual change is hard to see but frame-time consistency suffers, rasterization may be the better choice for that title and hardware. If reflections or shadows are central to the scene and performance remains acceptable, a hybrid setting may be worthwhile.

Common misconceptions

“Rasterization is obsolete.”

No. Rasterization remains a core way to convert large amounts of geometry into pixels, and a game can use it for most of the frame while adding ray-traced effects selectively.

“Ray tracing means every light ray in the real world is simulated.”

Real-time implementations use bounded ray counts, selected effects, limited bounces and reconstruction. The renderer may trace only the rays needed for one reflection or shadow pass.

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“Ray tracing always looks better.”

It can improve physical plausibility for a particular effect, but authored rasterized lighting may look cleaner in a given scene. Noise, denoising artifacts, missing content in the acceleration structure or an aggressive quality setting can reduce the benefit.

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

The game must implement the feature, and the driver and API path must satisfy that implementation’s requirements. Support and performance are separate questions.

“One benchmark applies to every game.”

Ray workload, resolution, scene complexity, denoiser, driver and settings differ. A result measured in one title cannot establish a universal cost or image-quality ranking.

The practical answer

Rasterization is the process that projects primitives, determines pixel coverage and shades the visible samples. Ray tracing computes ray–scene intersections and can supply more direct visibility information for shadows, reflections, refractions and other effects. Modern games can combine them, and many of the most convincing images come from that combination rather than from a pure, all-or-nothing approach.

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Choose the setting that improves the scenes you care about while preserving the frame-time consistency you expect. Evaluate the exact game, effect, platform, driver and hardware—not a blanket claim that one rendering method is always superior.

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