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

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Well at this stage the 4090 has about 4-5 times more performance under the hood than a PS5, so its difficult to compare the two.

Its in line with history as well; 3 years after the PS3 was launched the top Nvidia GPU was the GTX480, which was also 4-5 times more powerful.
Yea and soon after that GTX 580 was released which was improved version of 480.
I was running the 580 water cooled, volt modded and heavily overlocked.
The card was running every game really well until new call of duty came out and 1.5GB of vram wasn't anywhere near enough for it.
It was running fine if I lowered textures all the way but at that point the game looked like PS3 version. lol
 
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Probably, depends how is implemented and what ever changes they make to the game.


Remember Ageia? I think the elephant in the room is the will of developers to actually implement what is possible today into games, nevermind stuff which can't be used yet for the foreseeable future. :)

It works good enough - as in as much as raster can offer. They're not doing it, because it takes more time not only for the physics to be added, but also for AI to able to react properly and story to still make sense. Same reason for which we still have "1 point adds 25% more damage" skills for action RPGs.
Imagine being able to level the everything you wanted in Fallout 4 for instance or even Metro EE.

We had destruction physics with Red Faction decades ago,and proper interactive weather systems in FarCry 2 IIRC. However,the reality it's easier to make static worlds and I suspect many companies can't be bothered to properly invest in properly multi-threaded the engines otherwise we would hit a massive CPU bottleneck. The same goes with NPC AI models which seemed to have hardly changed for a very long time. It's easier to sell half arsed "shiny" effects which don't really add much to the real gameplay.

Fallout 4 does have a build system,but its hobbled by the poor graphics handling of the engine,which not only produces excessive drawcalls,but loads it onto one thread. That and the NPC AI thread which is single threaded hampers performance:

But despite this the AI pathfinding in Fallout 4 or GTA V seems much better than in Cyberpunk 2077!!
 
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Probably, depends how is implemented and what ever changes they make to the game.


Remember Ageia? I think the elephant in the room is the will of developers to actually implement what is possible today into games, nevermind stuff which can't be used yet for the foreseeable future. :)

It works good enough - as in as much as raster can offer. They're not doing it, because it takes more time not only for the physics to be added, but also for AI to able to react properly and story to still make sense. Same reason for which we still have "1 point adds 25% more damage" skills for action RPGs.
Imagine being able to level the everything you wanted in Fallout 4 for instance or even Metro EE.


BF 2042 is better but the problem is the destruction is very scripted i.e. not every part of the map or buildings can be destroyed the same way it was in bc 2, that and things like the sun/sky lighting remain the same so it's not as much of a challenge as if you were wanting a game world where time of day does change etc. You are right though, there are other challenges to this than just the lighting, shadows aspect but I suspect this is the main reason we don't see the same level of destruction in games any more and I believe 4a enhanced also stated similar in their technical article for metro ee.

We had destruction physics with Red Faction decades ago,and proper interactive weather systems in FarCry 2 IIRC. However,the reality it's easier to make static worlds and I suspect many companies can't be bothered to properly invest in properly multi-threaded the engines otherwise we would hit a massive CPU bottleneck. The same goes with NPC AI models which seemed to have hardly changed for a very long time. It's easier to sell half arsed "shiny" effects which don't really add much to the real gameplay.

Fallout 4 does have a build system,but its hobbled by the poor graphics handling of the engine,which not only produces excessive drawcalls,but loads it onto one thread. That and the NPC AI thread which is single threaded hampers performance:

But despite this the AI pathfinding in Fallout 4 or GTA V seems much better than in Cyberpunk 2077!!

It's not a case of having destruction, as shown with games like you mentioned, we have had that for yonks, problem is with visuals getting so good now, destruction or rather the visuals will look crap/not right as the lighting, shadows etc. is all baked in. Your man demonstrates this very well in his video and shows older games of where it is let down because of not having "real time" ray tracing.

It's a bit like with metro ee and darktide, in RT, lights can be shot out, again, we have had this for years (although not every game has it) too but it is much easier for developers to incorporate this, which is pretty much largely what ray tracing sets out to achieve.

Problem we'll have now is people will say "devs are gimping destruction/visuals in the non-rt version to make RT look better"....

I think it's pretty clear that even to this day Cyberpunk's AI was and will remain to be for some time, toilet :p

Funny thing is, cp 2077 game world feels and looks far more alive than any other game world with the exception of maybe assassins creed unity. Even RDR 2 and gta 5 feels dead in comparison unless you're right in the busy city bits, funnily much like cp 2077 too but for some reason, a few seem to think the desert/wasteland area should be brimming with life.... :cry:

I still standby the reason there is so much hate for it is because the devs made it out like the npcs were going to be sentient so people were expecting every npc to have a routine and for cops to behave in a realistic way i.e. you commit a crime, npc rings police, npcs run to their weapon cabinets in the station, they run out to their cars and drive from their location to where you are :p :o Obviously on launch, it was in a worse state though.
 
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Nsight tools for optimisation looks great. Maybe a 4080 is on the cards after all then for SER:p

Although a dlss sr update is due soon that greatly improves image quality and ghosting using ultra performance mode so maybe worth waiting for the update first. This update will apply to dlss as a whole so older cards benefit as always.
 
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It's not that hard to make explosives rare and expensive while using other methods (such as tearing down the door with an axe) a sure fire way of triggering nearby NPCs on your position.
By doing that you're replacing one issue with another
We had destruction physics with Red Faction decades ago,and proper interactive weather systems in FarCry 2 IIRC. However,the reality it's easier to make static worlds and I suspect many companies can't be bothered to properly invest in properly multi-threaded the engines otherwise we would hit a massive CPU bottleneck. The same goes with NPC AI models which seemed to have hardly changed for a very long time. It's easier to sell half arsed "shiny" effects which don't really add much to the real gameplay.

Fallout 4 does have a build system,but its hobbled by the poor graphics handling of the engine,which not only produces excessive drawcalls,but loads it onto one thread. That and the NPC AI thread which is single threaded hampers performance:

But despite this the AI pathfinding in Fallout 4 or GTA V seems much better than in Cyberpunk 2077!!

Somewhat true, but newer games get downgraded in certain regards from previous ones: Unity vs. Valhalla when it comes to AI, BF getting more and more nerfed when it comes to physics, etc. I mean look at FC6 and it's laughable physics system where you can gently hit a tree with the car and it falls over, but a pole... nope, not even with a tank. Is simple things that don't require much and are still not done right.
not to mention that RF Guerilla was 2 consoles gen back, so that level of physics should be doable easily.

BF 2042 is better but the problem is the destruction is very scripted i.e. not every part of the map or buildings can be destroyed the same way it was in bc 2, that and things like the sun/sky lighting remain the same so it's not as much of a challenge as if you were wanting a game world where time of day does change etc. You are right though, there are other challenges to this than just the lighting, shadows aspect but I suspect this is the main reason we don't see the same level of destruction in games any more and I believe 4a enhanced also stated similar in their technical article for metro ee.
That wasn't a problem in RF Guerilla and it isn't a problem in any other game that has dynamic time of day and weather.
The issue is simple when it comes to BF: a lot easier to "optimize" the gameplay when everything is static. After all their ballistic system is pants, you can't even shoot through thin metal cover with a MG :D
 
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By doing that you're replacing one issue with another


Somewhat true, but newer games get downgraded in certain regards from previous ones: Unity vs. Valhalla when it comes to AI, BF getting more and more nerfed when it comes to physics, etc. I mean look at FC6 and it's laughable physics system where you can gently hit a tree with the car and it falls over, but a pole... nope, not even with a tank. Is simple things that don't require much and are still not done right.
not to mention that RF Guerilla was 2 consoles gen back, so that level of physics should be doable easily.


That wasn't a problem in RF Guerilla and it isn't a problem in any other game that has dynamic time of day and weather.
The issue is simple when it comes to BF: a lot easier to "optimize" the gameplay when everything is static. After all their ballistic system is pants, you can't even shoot through thin metal cover with a MG :D

That's because shadows and lighting looks **** in RF guerilla etc. :p

Like in this image, you can easily see that lighting looks pretty much the same in the entire house area, obviously the sun looks like it is on the left side of the building but it shouldn't be that dark or/and uniform looking:

m6CcVxr.png

In the video showing comparison, you can see a good example of how light should behave/look when a good chunk of the building is gone and light is leaking in:

5w8ELKd.png

Y5GcCpN.png

6pg7fGL.png

JXBX87K.png
 
That's because shadows and lighting looks **** in RF guerilla etc. :p

Like in this image, you can easily see that lighting looks pretty much the same in the entire house area, obviously the sun looks like it is on the left side of the building but it shouldn't be that dark or/and uniform looking:

m6CcVxr.png

In the video showing comparison, you can see a good example of how light should behave/look when a good chunk of the building is gone and light is leaking in:

5w8ELKd.png

Y5GcCpN.png

6pg7fGL.png

JXBX87K.png
True, but it won't matter that much. Games nowadays in raster still have this problem. Even those with RT have it if they only use that for shadows and such.
Besides, from Guerilla until now there were plenty of options to have it done in raster, still are now. The gameplay "wowness" would overcome the lack of RTGI. Or they can add that if they so desire, who am I to stand in their way :)) Leaving that aside, by RPG logic you have explosive, guns, melee weapon, but can't go through a wooden door, because is locked and you don't have the knowledge to unlock medium difficulty locks :)) You can level the whole building,normally and logically, but that door... that door is made out of "RPG logic", better than adamantium and game devs love to use it. Just like the face of a NPC when you discharge a shotgun to his face and he keeps on going like nothing has happen.... That's physics, ballistics and logic in modern games. Last century called and wants its gameplay mechanics back! :)) :cry:
 
BTW, does Crysis Remaster have RTX RTGI? From my point of view it does look good enough.



Compared to this BF moment when I can shoot through or that metal roof pieces off from there where the enemy is, because... gameplay mechanics in 2023 :p


Anyway, I'm not holding my breath that RTX GI will change anything.
 
The lighting under the roofs in your Crysis screenshots looks jank as hell - so I'm guessing it's not RTGI. The shadows also look fake so I'm guessing there is no RT shadows either. I can't really see much evidence in those images of RT - so I'm guessing if the game has RT it will be something more obscure like AO or just reflections and there aren't many reflective surfaces pin your screens. You can definitely see Crysis is an old game, even in this remaster many aspects of the image look like old school techniques and makes the game overall look last Gen in those images
 
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The lighting under the roofs in your Crysis screenshots looks jank as hell - so I'm guessing it's not RTGI. The shadows also look fake so I'm guessing there is no RT shadows either. I can't really see much evidence in those images of RT - so I'm guessing if the game has RT it will be something more obscure like AO or just reflections and there aren't many reflective surfaces pin your screens. You can definitely see Crysis is an old game, even in this remaster many aspects of the image look like old school techniques and makes the game overall look last Gen in those images
But a gen ahead when it comes to physics :p
 
That's a distance thing coded into the the game itself, shadows are there when you get closer, and that's with everything set up ultra+ as well!
 
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