• Competitor rules

    Please remember that any mention of competitors, hinting at competitors or offering to provide details of competitors will result in an account suspension. The full rules can be found under the 'Terms and Rules' link in the bottom right corner of your screen. Just don't mention competitors in any way, shape or form and you'll be OK.

The RT Related Games, Benchmarks, Software, Etc Thread.

Status
Not open for further replies.
Soldato
Joined
30 Dec 2011
Posts
5,553
Location
Belfast
Installed Witcher 3 and enabled RT and it looks worse than with RT off. The screenshots Nexus posted earlier show the same problem. The shadows with RT on just make the castle walls look flat and like cardboard cutouts. There is just far more depth and realistic contrast with RT off.

Not to mention the utterly rank performance even with DLSS on balanced.
 
Last edited:
Permabanned
Joined
7 Oct 2018
Posts
2,170
Location
Behind Pluto
Some people are truly impressed with very contrasty images, back when we had the PS3 vs X360 debates, the X360 image always had a more contrasted image due to default display settings being washed out on PS3.

It's hilarious to see the same tricks pulled here, except it's not the display but RT doing it.

And yes RT is lovely and all but in this game it truly don't really benefit from it.
 
Permabanned
Joined
7 Oct 2018
Posts
2,170
Location
Behind Pluto
This still looks worlds apart better than RT Witcher.

No RT here boys, this was on the crap 5700 XT I used to own at 1080P 144hz.
B115D52F6C2B23C6735A6F88BE1A655999D7E9D2


886DCE433390FEC3C0368CD953D9EC7F4EF0CB24



BBB61B90F15576ECE4C1ED04FBE8BBD5D001D3D5
858C8A442B5EAE07FE1FA1587C76E371069FF884


8B83C9BD9DC24CD90245F5233A70A4260FCA3005




Even GRID 2 has a way better art syle.

A250F3C5EAE98C79E73E82136958022C798E3D59
 
Last edited:

mrk

mrk

Man of Honour
Joined
18 Oct 2002
Posts
101,034
Location
South Coast
The only important thing to desire on PC games is RTGI and RTAO in combination. That actually makes a significant difference to the quality of the visuals in the game. Indirect bounce from any light source playing off all surfaces naturally is a huge deal. The AO then fills in the areas necessary to cover the crevices with the right amount of shadowing.

Reflections are nice, but we have seen already in various games that top quality reflections can be done in screen space nearly just as well as RT reflections. The only issue with SSR based methods is that as you pan the camera up and down, the reflection will move in and out of screen space which can be visually jarring.depending on the size and complexity of the reflection.

IMO if games just focused on highly optimised RTGI and RTAO, with the rest being done via screen space, then we'd e into a perfect level of performance and visuals realm. It can be done, just most devs don't care to spend time optimising and publishers refuse to let a release day deadline slip.... Time is money in the business world.
 
Soldato
Joined
19 Feb 2007
Posts
14,484
Location
ArcCorp
The only important thing to desire on PC games is RTGI and RTAO in combination. That actually makes a significant difference to the quality of the visuals in the game. Indirect bounce from any light source playing off all surfaces naturally is a huge deal. The AO then fills in the areas necessary to cover the crevices with the right amount of shadowing.

Reflections are nice, but we have seen already in various games that top quality reflections can be done in screen space nearly just as well as RT reflections. The only issue with SSR based methods is that as you pan the camera up and down, the reflection will move in and out of screen space which can be visually jarring.depending on the size and complexity of the reflection.

IMO if games just focused on highly optimised RTGI and RTAO, with the rest being done via screen space, then we'd e into a perfect level of performance and visuals realm. It can be done, just most devs don't care to spend time optimising and publishers refuse to let a release day deadline slip.... Time is money in the business world.

I mostly agree but some games do really benefit from RT reflections, 1 game I wish got a graphical update is Alien Isolation, Give the textures some AI upscaling treatment, Add in RT reflections, RT shadows, RT ambient occlusion, RT global illumination and I'd play through it for a 5th time :D
 
Last edited:

mrk

mrk

Man of Honour
Joined
18 Oct 2002
Posts
101,034
Location
South Coast
isolation already has excellent reflections though via planar reflections. the game world doesn't have enough wet surfaces to warrant the use of RT reflections, and planar especially with the 8k shadows/reflections config file mod looks superb. here are a couple of my Isolation vids from 8 years ago to showcase that back then:



Notice no issue with the reflections falling in and out of screen space :p - And it was being played on a GTX 570 back then at 3440x1440 with that level of performance. They don't make games like that any more.
 
Last edited:
Soldato
Joined
19 Feb 2007
Posts
14,484
Location
ArcCorp
isolation already has excellent reflections though via planar reflections. the game world doesn't have enough wet surfaces to warrant the use of RT reflections, and planar especially with the 8k shadows/reflections config file mod looks superb. here are a couple of my Isolation vids from 8 years ago to showcase that back then:

Notice no issue with the reflections falling in and out of screen space :p - And it was being played on a GTX 570 back then at 3440x1440 with that level of performance. They don't make games like that any more.

Don't deny me my RT fix !!!!! :D
 
Soldato
Joined
6 Feb 2019
Posts
17,864
This still looks worlds apart better than RT Witcher.

No RT here boys, this was on the crap 5700 XT I used to own at 1080P 144hz.
B115D52F6C2B23C6735A6F88BE1A655999D7E9D2


886DCE433390FEC3C0368CD953D9EC7F4EF0CB24



BBB61B90F15576ECE4C1ED04FBE8BBD5D001D3D5
858C8A442B5EAE07FE1FA1587C76E371069FF884


8B83C9BD9DC24CD90245F5233A70A4260FCA3005




Even GRID 2 has a way better art syle.

A250F3C5EAE98C79E73E82136958022C798E3D59


That last screenshot is really bad; you have sun just about set and yet the right side covered by tall buildings is very bright, you can tell it's Xbox 360 graphics. Shadows are also nonexistent.

At least it has LENS FLARE the only feature that matters in games from that era
 
Last edited:

mrk

mrk

Man of Honour
Joined
18 Oct 2002
Posts
101,034
Location
South Coast
Forgot Isolation was DX11, but yeah RTX Remix is a platform going forwards, so even if initially it works on lower DX level APIs, can't see it staying there given how popular it is likely to become.
 
Soldato
Joined
18 Feb 2015
Posts
6,489
IMO if games just focused on highly optimised RTGI and RTAO
That's exactly what Lumen is for, which let's face it 80%+ of all AAA and even AA will be done with UE5. And for the rest, like for EA Frostbite's receiving similar treatment, and the Sony studios generally have their own curated approach which also tends to converge towards these solutions.
No studio's really going full hog with raytracing otherwise, except on PC where we get a few crumbs like some higher res refls, more ray steps etc. but the base is very much set around consoles (as always; and frankly I'm starting to realise that it's also for the better).
 

mrk

mrk

Man of Honour
Joined
18 Oct 2002
Posts
101,034
Location
South Coast
Lumen and Nanite will be the RT/texture tech that drives gaming forwards, but until Epic fix the stuttering even in UE5 (Fortnite has it at version 5.1) it's all largely pointless on PC. Epic say they have a fix for UE5.2, so maybe after all these years it will be a thing of the past let's wait and see.
 
Last edited:
Soldato
Joined
18 Oct 2002
Posts
19,373
Location
Somewhere in the middle.
I remember an initial concern with the PS5 was the fact some people really wanted back compatiblity. This was contraversial, came at great expense and put some limitations on developers going forward. 'Why must our new hardware be held back by people insisting on playing old stuff?' they'd cry.

But now it's like 'Forget new stuff!' .. We just want developers to make ancient games look pretty and pay over a grand for the privilege.

PC gaming ain't dead, it's just keeping its games on life support.

:D
 
Soldato
Joined
14 Aug 2009
Posts
2,897
The only important thing to desire on PC games is RTGI and RTAO in combination. That actually makes a significant difference to the quality of the visuals in the game. Indirect bounce from any light source playing off all surfaces naturally is a huge deal. The AO then fills in the areas necessary to cover the crevices with the right amount of shadowing.

Reflections are nice, but we have seen already in various games that top quality reflections can be done in screen space nearly just as well as RT reflections. The only issue with SSR based methods is that as you pan the camera up and down, the reflection will move in and out of screen space which can be visually jarring.depending on the size and complexity of the reflection.

IMO if games just focused on highly optimised RTGI and RTAO, with the rest being done via screen space, then we'd e into a perfect level of performance and visuals realm. It can be done, just most devs don't care to spend time optimising and publishers refuse to let a release day deadline slip.... Time is money in the business world.
You also lose reflections from your sides and back. Plus, all that RTGI and no true shadow for each lightsource (and particle), doesnt't sound that good, but I might be wrong.

Anyway, we do have options so everyone can tweak their settings as they see fit. :)
 
Status
Not open for further replies.
Back
Top Bottom