Portal RTX rec-specs released, coming 8th December.

mrk

mrk

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Any speculations for 1440p? :p

I'm fairly confident at 60fps for 3440x1440 with a 3080 Ti and 12700KF. Given that Cyberpunk gets me 75fps in the city, and that's an open world game, I see no reason why Portal RTX with DLSS2 should run any slower at the same res unless it has been manufactured to do so when not using DLSS3.... to sell more 40 series cards :rolleyes:
 
I did not realise that this was fully path traced, so that explains the GPU cost although nvidia has been a bit crafty with how they have displayed that table by not including 1440P and only putting Ultra preset under 4K and not expanding say 1440P Ultra detailing.

Also nvidia only put the 12700K on the 4K section, what if the 12700K was consistent through all those sections etc and only the GPU changed to accommodate.

I suspect 1440P Ultra with DLSS Balanced will give excellent performance for 30 series cards - Performance vs Quality can have a big impact on frames for example depending on the game. In Cyberpunk it's 55fps vs 75fps depending on the area.

Let's see what's what on the 8th...
 
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1440P is not on its way out, in fact the the last steam survey showed over 13% of users running it, that was a 2% increase from the previous survey. Portal RTX is only on PC too, where the vast majority of people will be playing on a monitor, not a TV.
 
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The reqs seem legit, it is fully path traced and the base engine is doing much more than Quake II RTX as there's more to path trace.

The game is out later today though so we will be able to see how it runs on various systems. I'll be looking forward to checking it out!
 
RTSS overlays don't work, Nvidia GFE doesn't show fps figures, only the Steam built in fps counter seems to work lol.

21:9 ultrawide works perfectly fine, ignore the 16:10 and 16:9 values in the game's settings, the game displays on ultrawide exactly as all the other Source games do.

I had to enable Ultra Performance DLSS mode in order to get 60-100fps, otherwise even on Performance mode it's around 45-55fps. I did enable 8 bounce lights though in the ALT+X menu, the default is 4.

Looks wicked and really, Ultra Performance looks just fine with an output res of 3440x1440 and all settings maxed.



Portal-with-RTX-Screenshot-2022.12.08---17.31.48.jpg


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Old textures enabled, still ray traced:
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New textures:
20221208171549_1.jpg
 
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AMD has FSR2, it's as good as DLSS2, but an nvidia sponsored game like this is not going to add FSR, just like how an AMD game like Callisto won't add DLSS.
 
Yeah doesn't seem to apply since the whole thing is running through the nvidia remaster backend so I guess it ignores those settings apart from the basics like resolution, vsync etc.
 
Yeah even with Gsync, anything below 60 fps still has that render latency introduced so it feel janky even though the presentation of motion is "smooth" thanks to VRR. It's fine in games where it might sometimes dip to such framerates, whilst mostly staying at or above 60fps, but when a game is hitting 40fps or so at all times, yeah you notice that.
 
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Possibly due to OLED's 0.1ms pixel response time and natural smooth motion anyway - I tried that pendulum demo out and could not click the "gsync" button on the top left, only flick between no vsync and vsync, but then both appeared the exact same since the monitor is in gsync mode anyway and gsync will work with or without vsync being enabled. Maybe that demo is too old to work properly today though.
 
I just set DLSS to Performance to see what one level is like to play properly at 40-50fps (3440x1440 with Gsync and yeah it is perfectly playable, but you definitely notice that the frames are below 60fps as you would expect, Gsync just equalises out the display refresh to fps to smooth out the motion which is what you'd want rather than a sideshow-esque presentation.

I think my comment before was more related to being so used to higher framerates that the moment you get below 60fps, it feels strange and off - But you get accustomed to it and it's fine after a little while.

DLSS-Performance-Hz.gif


Render latency in this actually feels fine, feels like it's around 20ms tops, other games where the fps drops like Cyberpunk the render latency increases to 40+ms so this all is down to the game engine used I guess too. Vulkan is more efficient in this way than DirectX IIRC. I do have Reflex with Boost enabled however so that's probably why. Cyberpunk does not have Reflex support does it from what i recall.

I tried it on my Acer X34 predator G-Sync monitor
It certainly still works as it did in the past as I can tell the difference between no vsync, vsync and gsync.

I wonder if it only works on the older Gsync screens. On my monitor there's a sticker that says 'Nvidia G-Sync' I remember watching a clip about G-sync monitors and that they go through strict G-sync tests before they are officially certified. Not sure if that still happens or not but think there is a difference between Gsync and "GSync Compatible" and "FreeSync"
There are 3 types of Gsync, Gsync, Gsync Compatible, Gsync Ultimate

Gsync and Gsync Ultimate have the built in dedicated module, Gsync Compatible does not. Ultimate extends the capabilities buy adding stuff like HDR testing for 1000 nits etc.
 
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Yep RT effects when implemented properly really are night and day vs screen space effects, although screen space has come a long long way from basic baked in light and shadows from old!

I loved sections like this, just how light behaves exactly how it would in reality, makes sense since it's all path traced :p

LightBounces.gif
 
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Doom Eternal's engine using path tracing. You just know that would be amazing, an engine that is optimised to 100% and scales on literally any hardware. That would be a true test to see how demanding just RT is in a game engine, as don't think there is any other modern engine that is as efficient and scalable than Doom Eternal's. We already know that you can get over 150fps in Eternal with RT enabled without enabling any DLSS, so would be super interested to see how path tracing does in it.
 
I will continue and complete it as only played it once when it first launched so forgot all the puzzles. Seeing it all with RT has been a nice experience for sure. The first couple of levels don't do what RT does to the lighting here, you really need to do several levels once the full on rustic panelled walls etc come into play with those plasma balls.
 
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