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I don't think it's the GPU tech right now, as a 4090 is more than capable of triple figure framerates , my point was that path tracing gives better performance in those games than just RT enabled in UE5 in games like Descendant - Which indicates poor optimisation still in UE by devs of those games, whilst other games that use hybrid RT like Still Wakes the Deep run at triple fps even with DLAA thanks to excellent optimisation. Hellblade 2 is the same as well and that had some amazing particle effects and use of Nanite/Lumen.Yup we really need the next gen gpus for UE 5 titles tbh, even 4090 isn't holding up great, some UE 5 games are better than others though but still, gpus are starting to show their age with these newer engines.
I don't think it's the GPU tech right now, as a 4090 is more than capable of triple figure framerates , my point was that path tracing gives better performance in those games than just RT enabled in UE5 in games like Descendant - Which indicates poor optimisation still in UE by devs of those games, whilst other games that use hybrid RT like Still Wakes the Deep run at triple fps even with DLAA thanks to excellent optimisation. Hellblade 2 is the same as well and that had some amazing particle effects and use of Nanite/Lumen.
Hellblade 2 runs at triple figure framerates regardless of upscaling being used, so no it's very well optimised between all these UE5 games I've been playing lately. Still Wakes is linear yes, but it's using a lot of Nanite/Lumen all the same.
That's what I'm saying, on a 4090 First Descendant runs crap until you enable frame gen, only then does the framerate exceed 100fps, otherwise it's 60fps or less lol. That's poor optimisation, meanwhile those other UE5 games run well above 60fps even with DLAA.
So true. They cant come soon enough!Yup we really need the next gen gpus for UE 5 titles tbh, even 4090 isn't holding up great, some UE 5 games are better than others though but still, gpus are starting to show their age with these newer engines.
That because there's nothing there to show any difference. The game itself doesn't have any option anyway for a higher number of rays/pixel, more bounces, increased distance from PT, responsivnes in reflections and shadows, etc.Even on the Low GFX preset (just keeping PT on) Cyberpunk looks amazing still:
https://imgsli.com/MjgyOTY3/5/3
Hilarious how LOW is only 3fps faster mind
Just friKKing INSANE. The difference is crazy!No my comparison is with RT on max with psycho RT Lighting and PT, the only differenc ein the comp above is that the GFX preset in game is set to Low and compared to max - The level of RT and PT is exactly the same which shows the differences vs say Raster, aka this combo:
4K DLSS Perf + FG // LOW vs MAX - Imgsli
imgsli.com
Here we see that Max GFX settings in raster looks like a last gen game, whereas Low GFX preset with PT still looks like a next gen game, regardless of the GFX settings being on the lowest.
Last I've tried, the usual settings which work in raster, for shadows and reflections do not affect the image with path tracing or RT. Those are working under their own fixed settings. In RT you can control de complexity of GI, if you have shadows or reflections ON, but that's about it.No my comparison is with RT on max with psycho RT Lighting and PT, the only differenc ein the comp above is that the GFX preset in game is set to Low and compared to max - The level of RT and PT is exactly the same which shows the differences vs say Raster, aka this combo:
4K DLSS Perf + FG // LOW vs MAX - Imgsli
imgsli.com
Here we see that Max GFX settings in raster looks like a last gen game, whereas Low GFX preset with PT still looks like a next gen game, regardless of the GFX settings being on the lowest.
At SIGGRAPH 2024, NVIDIA presented new technology called Real-Time Neural Appearance Models, a "complete real-time neural materials system" that aims to add film-like quality to real-time visuals while dramatically improving shading performance versus traditional rendering. Translation: In-game objects will look better than ever.
And suppose you're not a fan of the performance hit that comes from ray-tracing. In that case, NVIDIA notes that its Real-Time Neural Appearance Models technology is also suitable and more efficient at creating "baked" lighting and material properties "offline" for real-time graphics running on lower-end hardware. So it will save game developers time, too, a win-win.
OMG. This spells Game over AM-whooo!NVIDIA's new game-changing AI tech could shape the future of game visuals and rendering
It might not sound as catchy as DLSS, but NVIDIA's Real-Time Neural Appearance Models are here to make games look better and run faster.www.tweaktown.com
And the juicy bit...
On a side note, not really RT specifically but NV related:
11 ms to model a single object, not something that looks ready for real time graphicsNVIDIA's new game-changing AI tech could shape the future of game visuals and rendering
It might not sound as catchy as DLSS, but NVIDIA's Real-Time Neural Appearance Models are here to make games look better and run faster.www.tweaktown.com
Stop drinking.Wonder if any you guys can get hold of those glasses, they used in the Awesome movie "They Live" so we can get a closer look. Shall we ?