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

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Shadow pop-in with RT enabled is still a thing in it, that's the only issue I've noticed!
Yeah I'm seeing a lot of shadow pop in when riding about dense forest areas. I thought the freezing issue was just me but there's a huge thread on steam about it...
 
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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.

I was sort of trying to imply that because companies can't be bothered. What you end up with is very static pretty worlds,which don't seem that realistic.
 
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Cyberpunk 2077's "Path Tracing Overdrive" mode will release April 11th which also includes Nvidia's SER i.e shader execution reordering, To further boost performance on Ada cards.


Key features of the update -
  • NVIDIA RTX Direct Illumination (RTXDI) gives each neon sign, street lamp, car headlight, LED billboard and TV accurate ray-traced lighting and shadows, bathing objects, walls, passing cars and pedestrians in accurate colored lighting
  • Ray-traced indirect lighting and reflections now bounce multiple times, compared to the previous solution’s single bounce. The result is even more accurate, realistic and immersive global illumination, reflections, and self-reflections
  • Ray-traced reflections are now rendered at full resolution, further improving their quality
  • Improved, more physically-based lighting removes the need for any other occlusion techniques
  • Nvidia Ada SER
 
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Cyberpunk 2077's "Path Tracing Overdrive" mode will release April 11th which also includes Nvidia's SER i.e shader execution reordering, To further boost performance on Ada cards.


Key features of the update -
  • NVIDIA RTX Direct Illumination (RTXDI) gives each neon sign, street lamp, car headlight, LED billboard and TV accurate ray-traced lighting and shadows, bathing objects, walls, passing cars and pedestrians in accurate colored lighting
  • Ray-traced indirect lighting and reflections now bounce multiple times, compared to the previous solution’s single bounce. The result is even more accurate, realistic and immersive global illumination, reflections, and self-reflections
  • Ray-traced reflections are now rendered at full resolution, further improving their quality
  • Improved, more physically-based lighting removes the need for any other occlusion techniques
  • Nvidia Ada SER
I do hope they upgrade the fires as well to the same standard at the rest of the "lights" or else it will end up looking very weird without shadows and light leaking all over.


Also hoping that it won't just render all of it at 1 meter ahead and further away to go with some simplified version.

Not the least, so much effort thrown at this and the TW3 just so they move to UE5. Kinda pointless.
I was sort of trying to imply that because companies can't be bothered. What you end up with is very static pretty worlds,which don't seem that realistic.

Yup. Big, interactive and (as much as possible) physical world it wasn't that it was missing in action due to RT, is just thx to "laziness" wasn't implemented.
 
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Elden ring's 1.09 patch dropped out of the blue today and it adds Ray tracing and wide screen support

I have no idea what type of RT it has because the patch notes suck - in the game options menu it just says "Ray Tracing" and the options are "low" "medium" or "high"
 
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Elden ring's 1.09 patch dropped out of the blue today and it adds Ray tracing and wide screen support

I have no idea what type of RT it has because the patch notes suck - in the game options menu it just says "Ray Tracing" and the options are "low" "medium" or "high"

Where did you see about wide-screen support? I don't see it in the notes.
 
Saw someone mention it on Reddit

Ah ok I see your error. Just in case anybody got their hopes up there is no ultra-wide, somebody either pulled that out their back side or someone miss read and it was somebody hoping they would add it.
 
I played my first RT enabled game yesterday, The Eternal Cylinder and while it looked amazing I had to turn RT off as it was making me nauseous. RT off and I was fine. One thing I did check when it was enabled was the fps hit. With the pc in my siggy gaming at 2560x1440 and all details set to maximum and RT set to medium fps dropped to a measly 33fps. With RT disabled I was back at my locked normal of 141fps. What a massive hit for something that made me feel sick. No doubt I will find other games in my libraries that support RT as I work through them but I am not impressed with it's implementation in this game.
 

I'm currently playing this game and yeah was disappointed to see no dlss option. Both of the FSR options on their highest quality setting give a significant image quality downgrade so it's not worth using. The game runs mostly at 120fps for me anyway (that's with Ray tracing on at 4k)
 
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happy for VRAM discussion in relation to performance but when posted in a manner to cause conflict it derails the thread and will lead to a strike.

As a reminder, please read the specific section rules.
 
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