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***The Official Ray Tracing Thread - Read the First Post before posting***

You can't compare with that slide as it's Doom Eternal, a universally well known game for having the best optimisation possible and plus it's an arena shooter., it is an absolute outlier and no other game engine is as well optimised than it to this day

Post a slide that is more modern and you'll see where the tables turn.
 
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You can't compare with that slide as it's Doom Eternal, a universally well known game for having the best optimisation possible and plus it's an arena shooter., it is an absolute outlier and no other game engine is as well optimised than it to this day

Post a slide that is more modern and you'll see where the tables turn.

Did you read anything i said? the performance loss in Doom Eternal is 39% on that slide, with the 2 Path Traced games removed the average performance loss for the HUB video was 35%, lower, the Doom Eternal run they did was a similar high 30's percent loss on AND, one of the worst for performance loss, in fact it along with serval other older games dragged the overall performance loss to that significantly vs Nvidia, 6 percentage points, as a matter of fact the newer games had a performance loss on RDNA 3 much closer to Nvidia, one or two of them actually less than Nvidia.

The point being that it looks like AMD, or at least RDNA 3 is more commonly optimised in RT now than it was in the past, you say Doom Eternal is one of the better games for AMD, in the past maybe it was, now, when compared with newer games its bad.
 
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I didn't say AMD, I said as a general outlier, it is super efficient, whether it's because it's due to being Vulkan is another matter.. Hell even a 3080 Ti was able to DLDSR Doom Eternal at well over 100fps, I know as that's what I was doping lol, and a 7800XT/X is supposed to be on par with that is it not for RT?
 
I didn't say AMD, I said as a general outlier, it is super efficient, whether it's because it's due to being Vulkan is another matter.. Hell even a 3080 Ti was able to DLDSR Doom Eternal at well over 100fps, I know as that's what I was doping lol, and a 7800XT/X is supposed to be on par with that is it not for RT?

Yes, i 100 FPS it full RT at 4K with the 7800 XT. NO UPSCALING :D

 
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I wish Vulkan would have been adopted more, seems way more efficient.

It is...... Actually makes Star Citizen run like a well optimised smooth game, which it isn't not by a lol long way.

Its much easier to convert from DX11 to 12, also easier to work with, CIG have already spent 2 years building it in to their engine and still not fully implemented, that comes with 4.0 due late this year, we are testing it right now, the bit we are testing right now is the new jumpgates between systems, they still need work but are getting there, Server meshing is ready and we have tested higher player per instance caps, up to 2000 with future builds going way higher.

They relaxed the NDA a bit, i can show this, streamed it at the time, first successful jump.

 
I wish Vulkan would have been adopted more, seems way more efficient.
It has nothing to do with Vulkan, as should be obvious from all the other titles with Vulkan that run like crap.

At least for RT, in Doom Eternal's case it's simply a matter of limited application (and ofc the game itself has limited areas - it's an arena shooter after all). If you use cheat engine to modify the roughness at which the effect applies you'll see performance tank a lot more, very much in line with other games. You can try it yourself, I put instructions for how-to here a long time ago.

 
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It has nothing to do with Vulkan, as should be obvious from all the other titles with Vulkan that run like crap.

At least for RT, in Doom Eternal's case it's simply a matter of limited application (and ofc the game itself has limited areas - it's an arena shooter after all). If you use cheat engine to modify the roughness at which the effect applies you'll see performance tank a lot more, very much in line with other games. You can try it yourself, I put instructions for how-to here a long time ago.

Interesting stuff, nice one :)
 
Control has received a new update with "ultimate Ray Tracing" preset as well as various other features like proper HDR etc....


The following outfits are now available to all players. The outfits can be accessed and equipped from the Control Point in the Central Executive Sector area.

• Astral Dive Suit (formerly a pre-order exclusive)
• Tactical Response Gear (formerly a pre-order exclusive)
• Urban Response Gear (formerly a pre-order exclusive)

MISSIONS
All players will receive the mission Dr. Yoshimi Tokui’s Guided Imagery Experience, featuring voiceover by Hideo Kojima. The mission is playable when you pick up the Dr Tokui Tapes collectible in the Extrasensory Lab of the Research Sector. (This mission was previously exclusive to the PlayStation 4 Digital Deluxe version of Control.)

GRAPHICS
• Added HDR support
• Added new Ultra ray tracing preset, which gets you more rays per pixel and higher temporal stability
• Added ultrawide monitor support for up to 48:9 monitors
• Added an FOV scaling setting for the gameplay camera
• Updated SDR to 10bit (from 8bit), which reduces visible color banding
• Improved graphics adapter detection at startup, with automatic selection between DX11 and DX12
• Implemented screen aspect ratio fixes for ultrawide monitors
• Your current monitor resolution can now reliably be selected from the screen resolution and rendering resolution menus
• Added rendering resolution support beyond 4K
• Implemented texture streaming fixes
• Ray tracing bug fixes

DLSS SUPPORT
• Added DLSS support for arbitrary resolutions
• Added DLAA support
• Updated DLSS to DLSS 3.7, with higher temporal stability
• Film grain added back to DLSS SR
• Fixed shadow resolution when DLSS is enabled
• Added resolution dependent mip map bias for DLSS. This enhances texture quality, for example when applying the DLSS Performance setting.


GENERAL
• Updated the audio on cinematics and end credits to remove unintended channel mixing. You will no longer hear anything that isn’t intended to be heard. (It wasn’t the Hiss, it was us. Sorry.)
• Several bug and crash fixes
 
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