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

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I'm currently still in the same boat I think with this. I have to really train myself to look out for ray tracing and I'm not sure I'd miss it if it wasn't there. However, I think it's still cool to have a card that can use it, but I wouldn't ever make a purchase based on a ray tracing performance I don't think. However, I am old enough to know opinions can change so I'm just basing it on current.

The real problem will be when more and more game developers start relying on ray tracing to get good lighting, reflections, shadows, AO and not putting any effort into the raster methods as we have seen happen in quite a few games recently e.g. gotham knights, darktide, dying light 2, deathloop where the raster reflections/AO/shadows/lighting looked awful to the point where in some cases it was practically non existent AO, reflections, shadows etc. Even riftbreaker (an amd sponsored title) had no good raster AO nor shadows to it. Sadly people will call this "gimping raster to make RT look good" but reality is developers just don't want to spend the time it will take to get good results like what RT can produce, it's basically like comparing the low or even off preset vs ultra preset in some of those titles.

Thankfully 3080 and above are still cutting it for now but I can see future RT titles like atomic heart really punishing all current gpus if you want the maxed out experience except for the 4080 & 4090.
 
The real problem will be when more and more game developers start relying on ray tracing to get good lighting, reflections, shadows, AO and not putting any effort into the raster methods as we have seen happen in quite a few games recently e.g. gotham knights, darktide, dying light 2, deathloop where the raster reflections/AO/shadows/lighting looked awful to the point where in some cases it was practically non existent AO, reflections, shadows etc. Even riftbreaker (an amd sponsored title) had no good raster AO nor shadows to it. Sadly people will call this "gimping raster to make RT look good" but reality is developers just don't want to spend the time it will take to get good results like what RT can produce, it's basically like comparing the low or even off preset vs ultra preset in some of those titles.

Thankfully 3080 and above are still cutting it for now but I can see future RT titles like atomic heart really punishing all current gpus if you want the maxed out experience except for the 4080 & 4090.

Will they though. I mean a lot of development seems to be about cutting corners and rushing out a product, so I can't see how it makes sense to include something like ray tracing, which I guess there is no evidence that it's really something people care about.
Then again I suppose there's also no evidence other than people talking about it online that people don't care about it either lol.

Though, from what you wrote, it indicates that it's actually an easier development path?
 
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i think rt has now reached a level where you can say the tech is just about to go mainstream, as far as image quality goes there is definitely a discernible difference between rt and non rt..
also another thing thats going mainstream is 4k with a mid-tier 4070ti able to perform well at those resolutions, so you would see the battle for 8k starting next generation and it better be good
rt can be used for a lot of things other than ray tracing like the ability to do visibility testing for improving render performance
there are some interesting papers where they are tackling rasterization bottlenecks with rt by using pre-computed radiosity data structures.. where the lighting computations can be looked up from a precomputed table of sorts (distributed throughout space) while the accuracy and computational needs are controlled by ray hits and then denoising/dlss takes over from there
 
Will they though. I mean a lot of development seems to be about cutting corners and rushing out a product, so I can't see how it makes sense to include something like ray tracing, which I guess there is no evidence that it's really something people care about.
Then again I suppose there's also no evidence other than people talking about it online that people don't care about it either lol.

Though, from what you wrote, it indicates that it's actually an easier development path?

That's why I provided these examples:

happen in quite a few games recently e.g. gotham knights, darktide, dying light 2, deathloop where the raster reflections/AO/shadows/lighting looked awful to the point where in some cases it was practically non existent AO, reflections, shadows etc

e.g. darktide reflections:

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Of course, you'll get people saying oh "nvidia sponsored, nvidia paid them to do that" :cry: This is only going to become a lot more noticeable/common going forward imo.

Whole point of ray tracing is to cut down on development time and costs, however, unless they take an approach similar to 4a enhanced, they won't see the full benefits of time saved etc.



Just one scene/frame:

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Ah yeah sorry I was rush reading/replying. One REALLY distracting thing I find it the disappearing reflection thing with non RT stuff. Oh look a shiny lake, oh it disappeared as I moved my camera.
 
Ah yeah sorry I was rush reading/replying. One REALLY distracting thing I find it the disappearing reflection thing with non RT stuff. Oh look a shiny lake, oh it disappeared as I moved my camera.

Yup, this is my biggest hate with SSR since seeing RT reflections, literally notice this SSR drawback in every game now :cry:

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That or seeing artifacts like this:

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:mad:
 
Not sure it's RT specific probs the game but the bin bags in CP2077 are way too shiny :)

edit: cant upload image as it's in .jxr format and it wont look right not viewing in hdr I guess.
 
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I'm currently still in the same boat I think with this. I have to really train myself to look out for ray tracing and I'm not sure I'd miss it if it wasn't there. However, I think it's still cool to have a card that can use it, but I wouldn't ever make a purchase based on a ray tracing performance I don't think. However, I am old enough to know opinions can change so I'm just basing it on current.
That's true. Honestly the biggest obvious change remains reflections especially when it comes to water at steep angles, because SSR turns it into pixel-soup usually.

I was doing this comparison yesterday (actually testing out each effect 1 by 1) but overall it's often quite subtle even with multiple effects:
 
That's true. Honestly the biggest obvious change remains reflections especially when it comes to water at steep angles, because SSR turns it into pixel-soup usually.

I was doing this comparison yesterday (actually testing out each effect 1 by 1) but overall it's often quite subtle even with multiple effects:
Would've been nice to include the FPS on each screenshot to see what that difference cost in FPS. ;)
 
That's true. Honestly the biggest obvious change remains reflections especially when it comes to water at steep angles, because SSR turns it into pixel-soup usually.

I was doing this comparison yesterday (actually testing out each effect 1 by 1) but overall it's often quite subtle even with multiple effects:

Problem is there are times where you could easily pick areas that show little to no difference but at the same time, there are also plenty of areas where you could highlight a huge difference. Reminds me a bit of matt when it came to doom eternal and choosing an area with no reflections to show how little difference RT reflections made :p :cry: But once you get past the first starting area/level, there are a ton of areas with reflective surfaces, in fact, I've found the more I play and get further in, the more RT reflections become apparent.

Reminds me, I did a few comparisons in cp of iirc, native or might have been dlss quality raster vs dlss performance with max RT:





And of course, you can never appreciate the full beauty of RT in still shots, needs to be experienced in motion :cool:
 
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Would've been nice to include the FPS on each screenshot to see what that difference cost in FPS. ;)
Is the internet not filled with these FPS numbers already? You can find all the numbers you can wish for in the dedicated Cyberpunk performance thread, where I've done all such tests. ;)
Unfortunately for me I'm CPU bound so it's not very relevant for most people, except to see the relative CPU impact.

(this was at a different location in Westbrook)
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Nexus18 said:
Problem is there are times where you could easily pick areas that show little to no difference but at the same time, there are also plenty of areas where you could highlight a huge difference. Reminds me a bit of matt when it came to doom eternal and choosing an area with no reflections to show how little difference RT reflections made :p :cry: But once you get past the first starting area/level, there are a ton of areas with reflective surfaces, in fact, I've found the more I play and get further in, the more RT reflections become apparent.
Funny you should say that, but tbh the areas you've shown are actually going against your point because you'll spend less time there than even at Vik's. I'd say that the most you'll get out of RT Refls is when around Watson near the water, plenty of missions there and so you'll spend more time exposed to the benefits of RT R. Or otherwise generally when it rains, particularly in Santo Domingo. Pacifica has a fair few scanner missions near water too. Ofc for main missions nothing beats going to the dollhouse in terms of reflective surfaces per square inch.

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Funny you should say that, but tbh the areas you've shown are actually going against your point because you'll spend less time there than even at Vik's. I'd say that the most you'll get out of RT Refls is when around Watson near the water, plenty of missions there and so you'll spend more time exposed to the benefits of RT R. Or otherwise generally when it rains, particularly in Santo Domingo. Pacifica has a fair few scanner missions near water too. Ofc for main missions nothing beats going to the dollhouse in terms of reflective surfaces per square inch.

iswgnflso6o81.gif

Got 200 hours now in the game and have spent a fair bit of time in the areas I took the screenshots.

Now could cherry pick these areas where I spent very little time but it shows the biggest difference ;)

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Got 200 hours now in the game and have spent a fair bit of time in the areas I took the screenshots.

Now could cherry pick these areas where I spent very little time but it shows the biggest difference ;)

X9kQn0W.jpg

EKi8OU2.jpg

rzOtlrQ.jpg

PwOFKKg.jpg





g6qNaRX.jpg

rD8jjgA.jpg

UFL7u1T.jpg

Y66YdO7.jpg

A lot of the times I see these comparisons here all I think of is Matt saying "I can't see the difference, but if i had to pick I would go with the bottom as they look more realistic" :cry:
 
A lot of the times I see these comparisons here all I think of is Matt saying "I can't see the difference, but if i had to pick I would go with the bottom as they look more realistic" :cry:
You must admit that RT tends to look better in motion than in pics though.
 
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