• 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.
Is there an element of RT being turned up to 11 to showcase it being used, instead of just using it effectively? It's strange if RT is being used for it to make things look worse in one game, but better in another.

It's not even a case of them "overdoing" RT, more just it feels like it has been very poorly glued on top and not properly implemented i.e. the main point of RT is to look natural and make environments appear natural looking.

That and bodies of water are SSR :(


Whilst I like RT shadows in this, I'm also noticing some artefacts with them too e.g. earlier in the castle I used the luminso to light up an area and there was just a black blob square on the ground :/
 
I found a pond/fountain in the castle where with RT shadows on it will alternate between two texture modes depending on how close I walk to it, it's distracting and ugly, so some odd choices for how RT was implemented.

What I have noticed today, I'm getting rather frequent frame drops in the castle - outside of the drops it's doing 120fps but then after I open a door or enter a new room the framerate will drop to 70 for a couple seconds then back to 120. The game pre fills cache on boot up so I don't know why these CPU stutters occur - I did try turning RT on/off, dlss on/off and running game on low/ultra and nothing stopped the frame dipping.

But then I found the fix for them - frame generation, as soon as I turn frame generation on all the frame drop's disappear and the game just holds a rock solid 120fps
 
Last edited:
I found a pond/fountain in the castle where with RT shadows on it will alternate between two texture modes depending on how close I walk to it, it's distracting and ugly, so some odd choices for how RT was implemented.

What I have noticed today, I'm getting rather frequent frame drops in the castle - outside of the drops it's doing 120fps but then after I open a door or enter a new room the framerate will drop to 70 for a couple seconds then back to 120. The game pre fills cache on boot up so I don't know why these CPU stutters occur - I did try turning RT on/off, dlss on/off and running game on low/ultra and nothing stopped the frame dipping.

But then I found the fix for them - frame generation, as soon as I turn frame generation on all the frame drop's disappear and the game just holds a rock solid 120fps

That's my experience too, essentially a lot of immersion breaking glitches with RT on, more so reflections and now shadows I'm finding too, AO seems ok so far. PCgamershardware have said the devs. are working on RT IQ and performance improvements so hopefully patch fixes it, until then I'm just keeping RT off entirely now as whilst some parts don't look as good now, at least there aren't any graphical glitches ruining the immersion.

You won't be able to fix those perf. drops, computerbase even noted the same:

However, despite the decent frame times, Hogwarts Legacy has a pretty big problem with frame pacing. Regardless of the hardware, i.e. also on a Core i9-12900K and a GeForce RTX 4090, the game always gets stuck. This is particularly extreme in Hogwarts when ray tracing is activated, where there can be severe stuttering. This is probably not due to shader compile stutters, rather the game seems to be reloading data at these points. The phenomenon occurs reproducibly, for example, when the part of the lock or the floor is changed. the slower the hardware, the longer the hackers become and the more frequently they occur.

Worth trying this though as even people with rdna 3, ada gpus are reporting perf. is much better:

 
  • Like
Reactions: TNA
Honestly it looks like a hi-res textures mod on an older game...

Funny thing is the game is supposed to also launch on Nintendo switch... which didn't happen and has been "delayed"

It's a last Gen game, development started in 2017 and the game is coming to last Gen systems and the switch
 
Last edited:
It’s pushing the steam deck to the limit even on low, I have no idea how the hell they will get the switch one running. I’ll be impressed if they do.

It’s going to have to go well below the lowest settings.
 
Last edited:
i think 1440p is still nvidia territory but at 1080p amd cards pull out ahead and the difference is pretty big - its got to be an esports favorite, i saw a chart somewhere where the 4090, 4080 and 4070 ti were reporting the same fps on 1080p
the ai-enhanced driver is rumored to provide more granular controls on load balancing for instructions in flight, lets hope its true
 
i think 1440p is still nvidia territory but at 1080p amd cards pull out ahead and the difference is pretty big - its got to be an esports favorite, i saw a chart somewhere where the 4090, 4080 and 4070 ti were reporting the same fps on 1080p
the ai-enhanced driver is rumored to provide more granular controls on load balancing for instructions in flight, lets hope its true

Let's also hope we get to see it this year.
 

The NVIDIA DLSS Frame Generation is excellent, the overall image quality is quite impressive. Even small flying particle effects, such as different varieties of magic spells, are rendered correctly, during with fast movement. Many other DLSS Frame Generation games that we've tested had issues with the in-game on-screen UI, which had a very jittery look—the DLSS Frame Generation implementation in Hogwarts Legacy does not have this issue.

Speaking of performance, Hogwarts Legacy is a very CPU intensive game, especially with ray tracing enabled, as the CPU usage is mostly single-threaded on PC due to a very poor implementation of Unreal Engine 4 DirectX 12, and high-powered GPUs such as the GeForce RTX 4080 can end up CPU bottlenecked in some sequences of the game, even at 4K. We've seen these issues before in other recent Unreal Engine 4 games, like The Callisto Protocol or Gotham Knights. In such a CPU limited scenario, a very welcome help comes from the DLSS Frame Generation technology, which has the ability to bypass CPU limitations and increase the framerate. With DLSS Super Resolution in Quality mode and DLSS Frame Generation enabled, you can expect more than doubled performance at 4K and 1440p, and during our testing, overall gameplay felt very smooth and responsive, we haven't spotted any issues with the input latency.
 
My tuned 4090 running Cyberpunk 4K native psycho RT, DLSS off but frame gen enabled. It's almost playable, it's just the gun fight scenes where the FG latency makes it feel horrible. 65-70 FPS feels okay, but below that you can really feel that added latency and it feels sluggish. Gun fights you really want a minimum FPS of 70 or so to offset the latency. In terms of looks though, it looks smoother despite how it actually feels when playing.
 
My tuned 4090 running Cyberpunk 4K native psycho RT, DLSS off but frame gen enabled. It's almost playable, it's just the gun fight scenes where the FG latency makes it feel horrible. 65-70 FPS feels okay, but below that you can really feel that added latency and it feels sluggish. Gun fights you really want a minimum FPS of 70 or so to offset the latency. In terms of looks though, it looks smoother despite how it actually feels when playing.
I kinda agree with Tom's Hardware definition: You might see double the frames but it actually feels around a 15-20% frame improvement.
 
I kinda agree with Tom's Hardware definition: You might see double the frames but it actually feels around a 15-20% frame improvement.
Yes, I'd agree with that assessment. In Cyber, the latency is manageable with the FPS at 65-70. You can feel it, but for the extra IQ of DLSS off it can be worth it. It's almost playable like this, but gunfights and action sequences below 65 feel sluggish and are difficult. Dropping RT to Ultra, or even medium would definitely help and probably minimise the times you drop below 65.

The impressive thing is it actually looks playable, it looks visually smooth when you watch it, but its the latency penalty sub 65 FPS that hurts and the video does not show that.

There's some noticeable ghosting too (with FG on and DLSS off) not sure if you saw it as it seems like the video captured it in various parts throughout. :p
 
i tried portal rtx last night with the newer dllss3 file. not sure if its just me but it felt a lot snappier even on my pad than when i played over crimbo :).
also for all the people benchmarking hogwarts is it any good ? cannot wait for returnal tomorrow :D
 
What a difference a bit of RT can make! :cool:

34qt8cz.gif
 
I dont know what the developer did, but a patch came out today for hogwarts and now frame generation is completely unusable. It was working fantastic before but now when enable there is UI visual glitches all over the screen upon moving the camera
 
Status
Not open for further replies.
Back
Top Bottom