RTX on vs off in realistic areas that you often walk through, the difference is more minimal than select samples often picked out in video comparisons on YT etc. As mentioned before, you rarely stop to notice areas under benches, r the shadow cast on the dark side of a bin or box on the ground etc. Those areas where RTX shadows/light a visibly different the most are areas you don't often walk through the most.
Water is really the only major area where the difference is worth it but also the biggest framerate impact too.
Can you guess which one of each is RTX on and off?
There are bound to be situations in which the difference is rather small (also the quality of the images is not great). Probably a full path trace will show more.As you move from scene to scene, I'd say the effect is best seen as you play. However, if you must use DLSS at an aggressive level (ultra performance or even performance), then perhaps no RT, but with no DLSS or DLSS on optimal will produce a better, sharper result.
For ultra performance/performance, although it looks good when static, when driving, drinking or other similar situation, it tends to be blury.
However, look at the pictures below, the difference is easy to spot:
RTX off vs. ON
Another thing I've noticed is with the shadows during the day. Digital Foundry said that RT shadows are only from Sun and Moon. There are times in which the shadows in raster vs. RT don't correspond.
RTX off vs. ON
In the rasterized situation, the shadows were actually moving at a decent frame rate (not the stuttery mess that most games have as they update very slowly the position of the Sun) and were actually more on screen. On the RT, the shadows were not moving and were less - probably the angle from the actual source of light (Sun), doesn't quite correspond.
Annoyingly the performance hit with ultra settings + RT on is higher than if they path traced the whole game, at a moderate ray count, instead of using any traditional techniques - though would still have some specular noise that might be less than ideal.
The main difference I notice is where screen space reflections fall apart and/or aren't accurate versus where they've used ray traced ones for those circumstances - there is some slight use of ray tracing to scatter light but it is fairly subtle. Overall pretty meh use of ray tracing.
Overall it doesn't look bad even without RT, but is still heavy. On a RTX2080, in
1080p, full details without RT, in GPU heavy situations, it can drop below 60fps, so for a locked 60fps you need a 2080ti or 3070. That's at
1080p.
Alternatively, I think HFTS shadows from nVIDIA also look
very good and that's without the need of RT hardware.
Even the buckle of that bag is crisp.
I think one of the reason for which there is no reflection of your character is due to the lack of proper animation between what you see and what you character is actually doing. Just look at the shadow you cast, sometimes it even T posses
