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I see we have tagged someone new in to deal with the D.P/Rorff (delete as appropriate) goalpost moving and having to go over the same previously debunked points.
It's actually not that hard to find statements by games' developers claiming what AMD also doesn't hide in their materials - RT for NVIDIA and for AMD require completely different approach by games' engine. If you just take RTX code and run it on AMD it will run, but really slowly (what you see in many NVIDIA optimised games). If you optimise the code for AMD - SOME RT operations will run faster on AMD than on NVIDIA, though in general outlook AMD will still be slower. Not by as much as most current games show, though. We'll see more AMD optimised games with time, as consoles push for RT as well, I reckon. The gap should be much smaller then.
A good current example of well optimised game for both platforms seem to be Riftbreaker - from the benchmarks I've seen 6800 is just behind 3070 level in RT 1440p (9% difference) and 6800XT not far behind 3080 1440p (19% difference). There's still a difference but it's not as big as some people claim it to be.
If you compare Turing-TU102 as 1st-Gen-RTX with Ampere-GA102, Ampere is up to a factor of 2.7 faster. If you only use the (halfway) smoothly displayed settings, in this case "RT High", it is still a factor of 2.2 and thus significantly more than in all current raytracing games. That is certainly due to the scene
If you compare Nvidia's first RT generation with AMD's first RT generation, the result is a tie. In fact, the RDNA-2 GPUs, better known as the Radeon RX 6000, can handle more complex ray tracing calculations better than Turing
As a heads up here is a basic rundown of the various arguments that these guys repeat over and over. Things we constantly see without any proof, or that have been debunked.
FSR is no better than upscaling
FSR won't be in consoles
FSR sucks because it doesn't use "deep learning"
FSR will be worse than DLSS 1.0
FSR is no easier to implement than DLSS
And from the other perspective we get the following
DLSS is dead - A ridiculous notion
I see we have tagged someone new in to deal with the D.P/Rorff (delete as appropriate) goalpost moving and having to go over the same previously debunked points.
Oh damn, I see I fell for the trap? My apology! Will stop it now, then, to not repeat what was already said.
Ha, this genuinely made me alugh out load.Oh no, please keep up the great work. When you get tired one of the rest of us will jump in to give you a break
Slightly off topic this.....
Whilst that is true to an extent, it is well regarded now that ampere is substantially better for ray tracing regardless of whether a game has been optimised more for nvidia or not.
https://www.pcgameshardware.de/Rayt...cials/ART-Mark-Raytracing-Benchmarks-1371125/
Godfall and resident evil village are pretty good examples of this as it runs better than nvidia/ampere by a decent margin without RT but as soon as the ray tracing effects (of which are limited) are turned on, then nvidia/ampere take the lead by a decent margin (hard to say this for 100% for godfall though as no direct side by side comparisons where RT is turned on) and amd then encounter some pretty bad fps drops in godfall with RT too (could just be down to poor optimisation though)
Whilst metro is obviously nvidia sponsored, it has been 4a who have said that amd can do much better if the ray tracing is optimised for amd/rdna 2 and their game shows this, amd do rather well (when hairworks is turned off) but still fall very short from amperes ray tracing abilities.
And whilst they aren't popular.... digital foundrys video xbx vs pc for metro enhanced shows the RT sacrifices that have to be made for consoles pretty well:
That upcoming avatar game will be interesting as from what I read, it is basically going to be a ray traced only game like metro and they will have a software approach for older gpus which don't have ray tracing. Plus it's a different engine/developer (massive/snowdrop) to show case how they will do RT. Sadly not out till 2022 though by which time most of us we'll be on the next gen gpus anyway!
I do think FSR will be a little better, some of the geometric edge details look really good. Perhaps Nvidia will just release an improved sharpener to quieten the FSR crowd.
I've tried Nvidia's sharpen and Sharpen+ and have seen performance reduced by about 10%-15% which is unacceptable compared to AMD's RIS which only loses about 1%. I know most Nvidia trolls stay silent on this and try to bury this bit if info though.
As I said in my post, yes Ampere is faster. But if you use RT sensibly in a way that current hardware can handle it and you do optimise for both platforms, you won't see HUGE performance differences. It's mostly in the space of 20% for NVIDIA in top models and even less if you compare 6800 with 3070 (usually around 10%). Which is hardly game-breaking and for a first try from AMD's side of things, very well done. Especially that they didn't even waste silicon to create completely separate units for denoising and RT but integrated them all into the shaders - hence AMD cards can be cheaper (as production cost is lower) and also use considerably less power. Something for something, really.
However, the linked benchmark works ridiculously bad on current GPUs (irrelevant of brand), just showing that we are far away from actual full RT in games and sadly many sponsored games are just a showcase of reflections instead of actual good art and using RT properly to improve things instead of tanking performance in a show-off. Gladly, that is slowly changing for the better. We don't need all surfaces to be reflective, we want games to look more real or just artistically better. Personally, I love the idea of a good GI (like we could see in Minecraft mods for few years now or new Metro) much more than reflections, which in real life you don't even notice most of the time. Hence new Metro looks really nice, a good progress! I am looking forward to new titles, where hopefully artists will have more to say than marketing and sponsorship of specific effects.
I've tried Nvidia's sharpen and Sharpen+ and have seen performance reduced by about 10%-15% which is unacceptable compared to AMD's RIS which only loses about 1%. I know most Nvidia trolls stay silent on this and try to bury this bit if info though.
But that is the point though, when you say "use RT sensibly", you mean basically cut down effects such as seen in godfall, tomb raider, re village because rdna 2 and turing gpus + consoles can't handle the extra load the same way as ampere, ideally, developers should be pushing the effects/scaling whether hardware can handle it or not.
Part of the beauty that has been lost with pc now is when you used to get a new gpu and being able to go back and replay a game you enjoyed but with the settings whacked up even more/maxed.... As long as players have the option to turn rt effects off or reduce them, this is a better way as opposed to not having the option in the first place.
People also keep bringing up about how nvidia wasted silicon and how nvidia users are paying extra for that but the reality is as of right now, nvidia are on par for rasterization (pretty much matched depending on the game), however, are comfortably ahead for anything ray tracing (and as shown, even from both microsofts and sonys game show case etc., ray tracing is not going anywhere, it's here to stay) and as for pricing, well, yes at MSRP, amd win if you "can" get a card at msrp and obviously depends on what the end user values more, be that more vram/better power efficiency or more feature rich on the whole/ray tracing.
Of course you are right, reflections in something like borderlands would be pointless but ray traced reflections can really add to a games art style/graphics such as cp 2077 (driving around during rain in a neon lit futuristic blade runner like city is something to behold), likewise for watch dogs legion and spiderman swinging around in new york.
Definitely global illumination is probably the best ray traced effect by far and metro shows this extremely well.
Not tried nvidias method myself as personally not a fan of sharpening (and I prefer a reshade preset over both amd and nvidias sharpening) but I've read that if you do this via the geforce filter/overlay, performance hit is ridiculous, however, through the nvidia control panel under manage 3d settings, there is little to no performance hit according to the nvidia subreddit. Might be worth checking out.
As far as I recall, you might be right - I've read the latter is apparently a copy of AMDs code (1:1), hence almost no performance hit. But at least NVIDIA is smart and if they find a very good open-source solution (irrelevant of who came up with it), they implement it. As it should be.
I thought you had to at least credit the original developer if you use and release software based on the open source code. That is a requirement afaik yet Nvidia hasn't done that.
Snip
It's a good thing to read what Unreal Engine devs said about why they opted for their own lighting tech instead of using DXR (RTX) - in short words because the latter is very inflexible and actually not that useful for devs who want creative freedom, proper physics implemented, destructible environment etc. And it's not fast enough either - UE software solution is faster than hardware DXR (on both vendors), though they can use that hardware to accelerate their solution even more. And that is what I call a proper creative thinking and improvement instead of empty "it just works" which is apparently not as great as NVIDIA wanted us to think.
I see we have tagged someone new in to deal with the D.P/Rorff (delete as appropriate) goalpost moving and having to go over the same previously debunked points.
Depends on how you look at it really, ampere owners along with dlss/fsr has the ability to enjoy intensive ray tracing now (obviously some people hate dlss/fsr as they see it as a crutch but thankfully for them, they have the choice to turn it off and reduce graphical effects) and have for the last 8/9 months now.
Suppose it depends on the game and user, the one I remember the best for going back to enjoy with new hardware was crysis and more recently rdr 2 and gta 5 with redux/tons of mods and I'll probably fire up rdr 2 again when dlss lands so I can enjoy it with settings whacked up a bit further and without the TAA ghosting/vaseline effect.
Except you can buy 30xx FE cards at msrp pretty often as shown by the 30xx series thread on here, I signed up to dc alerts and got a 3080 FE @ msrp within 3 weeks, if I could have got the 6800xt at msrp at the time, I probably would have tbh as do prefer amd on the whole, however, having used ray tracing and nvidia sponsoring the games I care about, kind of glad I went nvidia this time round, sure it was a bit more than than the 6800xt msrp price but for me, the extra price for better ray tracing and having dlss for the past 8/9 months was worth it and already paid of (and we still have far more to come such as crysis 2 and 3 rtx, witcher 3 rtx [game bored me to tears but interested in giving it a go for the tech showcase], dying light 2, bf 2042, the ascent etc. etc.)
The ascent should be an interesting title as it seems it is a nvidia sponsored title but at the same time, microsoft look to have been involved in it heavily:
Horses for courses I suppose, personally I find the reflections disappearing just because of a slight camera angle change extremely immersion breaking, which is even more obvious after having seen ray traced reflections.
No doubt UE 5 will be better but as it is right now, rtx ray tracing is still better for developers workflow too as shown by 4a recorded video comparison, the amount of time and effort they have to put into rasterization method was crazy and still nowhere as good as the ray tracing implementation, not to mention, it ran better.
Not sure where that is coming from
Well I gotta give it to 4A, Metro Exodus EE with maxed out stuff is one hell of a looker game. I'm simply mesmerized by the graphics. Not going to lie...
And DLSS works crazy fine on this title, it makes the distances such a marvel to look at and there are no ghostings I can notice yet
its just crazy how it rebuilds thin details in the distance...
dunno about fancy reflections but i'm all in for rt lighting