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Cyberpunk 2077 Ultra performance

I'm just pointing out that using an RTX 3080 with such an old CPU is like running a 2080Ti on a modern CPU.
I'm pointing out that paired with a 3770k it's probably worst than a 2080ti.

Check the video above that was posted for RT comparison he's using a 2700x and 3070 with DLSS balanced and RT on/off the GPU usage for him is very low too in some outdoor scenes.
running any kind of DLSS at 1440p on that system will be a severe bottleneck.

in BOCW I get little to no increase in framerate using any DLSS
 
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Dunno circumstances of that benchmark but I get better results than that anywhere I've played with a 1650 V2 @ 4.4GHz and a 3070, 1440p all settings ultra, RT ultra and DLSS quality averages 57 FPS give or take in any situation I've tested. Wonder if they are running into the situation I posted about where sometimes the game will drop to 45 FPS average for me and feel very laggy until I restart the game.

https://www.overclockers.co.uk/forums/posts/34382802

EDIT: Though might be related to the SMT issues if that was run on certain AMD CPUs.

Happens on the 10900k as well. Happens with RT enabled. Raster and DLSS then there are no issues at all. FPS will stay stable.
 
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That screenshot is from someone non-ray traced DX7 based implementation of using environment maps like 20 odd years ago just demonstrating that the implementation in Bioshock Infinite isn't anything special. In wider use those techniques have significant limitations that can't be solved without ray tracing simple as.

I own Bioshock Infinite and played it through years ago.

DX7 is cube map reflections. Reflections capture actors are non-dynamic (static) actors. They are built when lighting is built, same with Parallax Corrected Cubemaps they are baked. This lead to the distortions that were being talked about, they are inherent to cube map based reflections. https://youtu.be/AQ2jIgqLHPA Environment maps are more the sky box or background (also Reflections and Refractions) being pre-rendered. https://youtu.be/_IEiyJicyQQ Parallax Corrected Cubemaps https://youtu.be/JB05cvycfLI https://youtu.be/H35QWMuoF3Y.

Planar Reflections render the whole scene a second time hitting the CPU, this is in addition to a fill rate hit to the GPU. Nornally the player is not seen in the output. SSR only operate on objects visible within the screen space. Everything that is not visible in the camera's viewing frustum wont be rendered in the reflection. https://youtu.be/1Sx9qINRoIY Also does not work well for things like mirrors.

Crysis 2 DirectX 11 update, CryTek uses Realtime Local Reflections done by approximating ray-traced High Dynamic Range reflections local to specific objects. RLR allows for any curved surface to reflect the nearby surroundings in real time without taking too much of a performance hit on the GPU processing. https://youtu.be/FujNY_pHWHg

https://youtu.be/jO0ZxX2wGi8 https://youtu.be/airQR0BstNA

RT reflections look more realistic. It does not have to be baked. It will capture the player on the scene or dynamic components.

Screen space RT reflections are 5:50 approx. Uses the depth buffer and a reconstruction of the scene.
 
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DX7 is cube map reflections. Reflections capture actors are non-dynamic (static) actors. They are built when lighting is built, same with Parallax Corrected Cubemaps they are baked. This lead to the distortions that were being talked about, they are inherent to cube map based reflections. https://youtu.be/AQ2jIgqLHPA Environment maps are more the sky box or background (also Reflections and Refractions) being pre-rendered. https://youtu.be/_IEiyJicyQQ Parallax Corrected Cubemaps https://youtu.be/JB05cvycfLI https://youtu.be/H35QWMuoF3Y.

Planar Reflections render the whole scene a second time hitting the CPU, this is in addition to a fill rate hit to the GPU. Nornally the player is not seen in the output. SSR only operate on objects visible within the screen space. Everything that is not visible in the camera's viewing frustum wont be rendered in the reflection. https://youtu.be/1Sx9qINRoIY Also does not work well for things like mirrors.

Crysis 2 DirectX 11 update, CryTek uses Realtime Local Reflections done by approximating ray-traced High Dynamic Range reflections local to specific objects. RLR allows for any curved surface to reflect the nearby surroundings in real time without taking too much of a performance hit on the GPU processing. https://youtu.be/FujNY_pHWHg

https://youtu.be/jO0ZxX2wGi8 https://youtu.be/airQR0BstNA

RT reflections look more realistic. It does not have to be baked. It will capture the player on the scene or dynamic components.


That demo I posted a screenshot of is fully realtime - it isn't just a baked cube map - it is building an environment map every frame using a separate camera and rendering into a texture buffer. Some newer variants use a similar technique but using screenspace ray tracing albeit the technique is a little different to normal ray tracing and relatively limited.
 
Ray tracing done right in 2013 :D


Well you don't see yourself in the reflection and the NPC's are dumb but i bet there is another game that does this. :)


Ah yes bioshock infinite, that game needed the most expensive gpu of the time to run at 60fps 1080p without rayvtracing
 
That demo I posted a screenshot of is fully realtime - it isn't just a baked cube map - it is building an environment map every frame using a separate camera and rendering into a texture buffer. Some newer variants use a similar technique but using screenspace ray tracing albeit the technique is a little different to normal ray tracing and relatively limited.

Environment map is nothing great its just an image, why you would use that?

Shortcoming of the a RT screen-space technique is namely that it works with what it can find on screen. If a reflected ray can’t find a collision it fails and that can lead to large areas being black.


The following image marks in red the screen areas where geometric collision actually exists which SSR didn’t manage to resolve due to lack of information.


In such a case games typically resort to a local or global cubemap to fill-in the missing areas but this often leads to obvious transitions as the two sources of lighting can differ significantly, especially for global cubemaps.

With raytracing we can do better than that. We already know the pixels (and corresponding world positions) for which collision can’t be determined, so we can just cast reflection rays for those pixels only.

Rest here https://interplayoflight.wordpress.com/2019/09/07/hybrid-screen-space-reflections/

Code here
https://github.com/KostasAAA/FeaxRenderer
 
I'm pointing out that paired with a 3770k it's probably worst than a 2080ti.

Check the video above that was posted for RT comparison he's using a 2700x and 3070 with DLSS balanced and RT on/off the GPU usage for him is very low too in some outdoor scenes.
running any kind of DLSS at 1440p on that system will be a severe bottleneck.

in BOCW I get little to no increase in framerate using any DLSS

Just a quick DLSS comparison. Card was running slow after sleep. I updated earlier with the V2 BIOS. A reboot seems to have cured it, although the V2 BIOS has lost me 60Hz as I'd boost to 1980 before. Nice grating to demonstrate how well DLSS Quality copes with it.

[email protected](summer setting;)), DDR3(1333Mhz 4x8GB) and 3080(PCIe 3.0x16).

Capped 60 FPS: 1440p, RT Psycho, DLSS Quality, everything else maxed except film grain and blur set to off.

Gq43cnO.jpg

37 FPS: 1440p, RT Psycho, DLSS Off, everything else maxed except film grain and blur set to off.

c1RgUBc.jpg
 
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I am not seeing a difference that would warrant a near 40% performance drop like that :p

I mean sure, if you had the performance to spare, but not to play at 37fps :D

I have yet to do my own testing. Too busy enjoying the game ;)
 
Both images look the same.

Yes, DLSS Quality is very good. Only artifacting that I notice is if I face plant into a wall and then strafe while holding a weapon. The weapon will leave trails behind. I'm not sure if this is because the weapon would technically be inside the wall.

DLSS Balanced was also good, but entering a dark area with dust particle effects would give an undesirable shimmer.
 
Better than native! :)
DLSS adds blur to the image but what's going on in the top right of the image, near the minimap? It is a big difference between native and DLSS there on that iron grill.
 
Just a quick DLSS comparison. Card was running slow after sleep. I updated earlier with the V2 BIOS. A reboot seems to have cured it, although the V2 BIOS has lost me 60Hz as I'd boost to 1980 before. Nice grating to demonstrate how well DLSS Quality copes with it.

[email protected](summer setting;)), DDR3(1333Mhz 4x8GB) and 3080(PCIe 3.0x16).

Capped 60 FPS: 1440p, RT Psycho, DLSS Quality, everything else maxed except film grain and blur set to off.
Gq43cnO.jpg

37 FPS: 1440p, RT Psycho, DLSS Off, everything else maxed except film grain and blur set to off.

c1RgUBc.jpg
I'm sure you could have found a smaller room to take the screenshot.(this was a joke:)).

anyway as a comparison. my 7700k and 3070 gets ~30fps with RT Ultra preset at 1440p.(outside)
and with DLSS quality setting I get~55-60 and with DLSS ultra performance it increases to only~55-65fps
 
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Better than native! :)
DLSS adds blur to the image but what's going on in the top right of the image, near the minimap? It is a big difference between native and DLSS there on that iron grill.

I did rush over to the Nvidia offices only to find an angry AMD mob ...

VLkqMtc.jpg

:p:D

Not sure if anything is wrong with the top right? These are just jpgs.
 
DLSS looks ok in still images but is quite worse in actual gameplay.
Yesterday I noticed major ghosting on the back of my car during night time, can see it on other objects now too so I just turned DLSS off. Once you notice it it's hard to put up with it.

I've recorded it so might whack it up on YouTube after work.
 
Environment map is nothing great its just an image, why you would use that?

Shortcoming of the a RT screen-space technique is namely that it works with what it can find on screen. If a reflected ray can’t find a collision it fails and that can lead to large areas being black.


The following image marks in red the screen areas where geometric collision actually exists which SSR didn’t manage to resolve due to lack of information.


In such a case games typically resort to a local or global cubemap to fill-in the missing areas but this often leads to obvious transitions as the two sources of lighting can differ significantly, especially for global cubemaps.

With raytracing we can do better than that. We already know the pixels (and corresponding world positions) for which collision can’t be determined, so we can just cast reflection rays for those pixels only.

Rest here https://interplayoflight.wordpress.com/2019/09/07/hybrid-screen-space-reflections/

Code here
https://github.com/KostasAAA/FeaxRenderer

Not quite sure the point of your post TBH - I am quite familiar with these techniques and have coded more than 1 of them myself.

I was demonstrating in response to certain people that the type of reflections on water in Bioshock Infinite are not particularly new* and that there are reasons why those kind of reflections haven't been used widely in games which ray tracing does solve - the reason for using an environment map like that was because at the time things like pixel shaders, etc. didn't exist and you were left working with fairly basic tools and doing almost anything that wasn't a standard DX/OGL function via CPU.

* For other examples see for instance Serious Sam, x-isle demo (precursor to Far Cry) https://youtu.be/NwHEdySGbck?t=41 etc. etc.
 
yeah I need a need cpu

also DLSS off vs quality slider. It smears the lighting as well and it looks like its coded to reduce the shadow distance. But that could just be the game being bugged.https://imgsli.com/MzYyMTQ

RT ON DLSS OFF
N0BWHP3.jpeg


RT ON DLSS Quality
3ty9el7.jpg


RT ON DLSS Ultra performance smear
KX7tAHe.jpeg
 
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