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

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Is that so?

Current RT psycho that needs a 4090 and DLSS 3 frame generation for some decent FPS:

cyberpunk-RTrash-Psycho.jpg


Does not hold a candle to some GTA V ENB.

gta-v-enb.jpg


And this is path tracing? Who knows how heavy this will be. Looks kind of nice I guess.

cyberpunk-RTrash-overdrive.jpg


GTA V with a decent ENB looks just as good.

gtav-enb-2.jpg


5 years since its debut ray tracing is the joke that keeps on giving. Now go give Jensen £1.5k so you can have some decent reflections at 10fps (without upscaling) equal to a 2013 game :cry:

The big thing for path tracing when it becomes the default is how much less work is needed to get an accurate image. That will give devs more time to work on other areas of a game, be that more models or more story or a larger world.
 
The big thing for path tracing when it becomes the default is how much less work is needed to get an accurate image. That will give devs more time to work on other areas of a game, be that more models or more story or a larger world.

I read a few months back from an actual dev rather than the armchair devs we have on these forums... bringing RT shadows, RTGI, RTAO, RT reflections etc... into the game rather than using raster can shave literal months off a production which in development is invaluable.
 
The big thing for path tracing when it becomes the default is how much less work is needed to get an accurate image. That will give devs more time to work on other areas of a game, be that more models or more story or a larger world.

From what I'm reading and hearing this is a myth, some devs are saying it takes more work and time to do and do it well with good performance.

No idea if true or not but I smell a rat with it being easier to implement than traditional methods.
 
I read a few months back from an actual dev rather than the armchair devs we have on these forums... bringing RT shadows, RTGI, RTAO, RT reflections etc... into the game rather than using raster can shave literal months off a production which in development is invaluable.

Indeed. It is 100% the future, I just don't see it happening until PS6 at the optimistic earliest and more realistically PS7. Still plenty of time for a hybrid approach or for path tracing to be an option but devs won't be shedding that workload for a while.

From what I'm reading and hearing this is a myth, some devs are saying it takes more work and time to do and do it well with good performance.

No idea if true or not but I smell a rat with it being easier to implement than traditional methods.

I can image it takes time to tune it but by the time full path tracing is the default option knowledge will be a lot higher and tools will be a lot better.
 
The big thing for path tracing when it becomes the default is how much less work is needed to get an accurate image. That will give devs more time to work on other areas of a game, be that more models or more story or a larger world.

Something which few understand.

Not only that but people keep on banging on about wanting better physics, destruction etc. in game worlds, ray/path tracing are the path to this (pun intended), at least with regards to making it more common again.

I read a few months back from an actual dev rather than the armchair devs we have on these forums... bringing RT shadows, RTGI, RTAO, RT reflections etc... into the game rather than using raster can shave literal months off a production which in development is invaluable.

Yup for some reason people seem to put their fingers in ears when this is brought up, very puzzling mindset some have.

4a enhanced is probably the best article still:


But sadly you'll get people stating "nvidia shills" even though the game runs fantastic on rdna 2 and even consoles and they have even stated themselves that consoles still have a lot of untapped power/optimisation around RT.
 
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From what I'm reading and hearing this is a myth, some devs are saying it takes more work and time to do and do it well with good performance.

No idea if true or not but I smell a rat with it being easier to implement than traditional methods.

It depends largely on the workflow and how they are going about it, if attempting to just shoehorn it on top of raster then you will get **** results.

This is where 4a enhanced state it very well, to get the best from it, you need to start from scratch and change your workflow up.

Also, learning new tools and workflows is a challenge in itself and a lot of devs will want to stick with what they know and have mastered over the years, I see this happen every day, they don't want to put in the initial effort even if it does mean less work/time required down the line.
 
We finally have our new Crysis, in both looks and and performance everything screams next generation

Don't expect to be able to play cyberpunk path tracing at good frames anytime soon but stare at its glorious life like visuals

 
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We finally have our new Crysis, in both looks and and performance everything screams next generation

Don't expect to be able to play cyberpunk path tracing at good frames anytime soon but stare at its glorious life like visuals


Nearly 100FPS with Frame Gen using DLSS at Performance so likely 50-60 using Quality, That's quite playable.
 
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Nearly 100FPS with Frame Gen using DLSS at Performance so likely 50-60 using Quality, That's quite playable.

Yeah but frame Gen isn't real frames and when 90% of your frames are inserted frames them your latency is gonna be god awful. That's not playable
 
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Yeah but frame Gen isn't real frames and when 90% of your frames are inserted frames them your latency is gonna be god awful. That's not playable

I experimented with Spiderman and Cyberpunk using a frame cap of 60 and enabling FG, Latency did indeed increase, Not sure if that can be compared to 30FPS and then doubling it with FG to 60FPS but it was very playable.
 
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DLSS 4: Predictive controls will learn your play-style and anticipate your commands, giving you the feeling of absolutely no latency... Until the predictor fails.
 
I experimented with Spiderman and Cyberpunk using a frame cap of 60 and enabling FG, Latency did indeed increase, Not sure if that can be compared to 30FPS and then doubling it with FG to 60FPS but it was very playable.
For me FG would be okay at 100 FPS+ or so, but when its at 60-80 FPS, the added input latency is very noticeable. The video I recorded here might look nice, but it felt like ass to play, and that's aside from the ghosting that is prevalent throughout the video.
 
We finally have our new Crysis, in both looks and and performance everything screams next generation

Don't expect to be able to play cyberpunk path tracing at good frames anytime soon but stare at its glorious life like visuals

The scene at 1:27 looks real world with the overdrive. Holy cow
 
Yeah but frame Gen isn't real frames and when 90% of your frames are inserted frames them your latency is gonna be god awful. That's not playable
Frame Gen is great, but you need 50 fps at the minimum before enabling it - else it's just that the added input latency is very bothersome. ESPECIALLY for cyberpunk. Other games im fine playing with lower fps (i finished rdr2 with 20-25 fps, lol), but cyberpunk, even 45 seems very laggy in terms of input latency.
 
WFOMj26.png

Have adjusted some settings to try and get a playable experience ready for the path tracing update :cry: Reduced crowd density to medium (as cpu will get hammered with path tracing), SSR to high (psycho had to be used for the full RT experience, this probably will change and not be as relevant) and ambient occlusion and volumetric fog to medium.

I'm going to presume a locked 30-40 fps is doable with dlss performance @ 3440x1440
 
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WFOMj26.png

Have adjusted some settings to try and get a playable experience ready for the path tracing update :cry: Reduced crowd density to medium (as cpu will get hammered with path tracing), SSR to high (psycho had to be used for the full RT experience, this probably will change and not be as relevant) and ambient occlusion and volumetric fog to medium.

I'm going to presume a locked 30-40 fps is doable with dlss performance @ 3440x1440

Let us know how it goes. Might install this again to give it a whirl. Maybe I can play it at 30fps? Will tweak the settings to see what’s what. First try it at max settings and then start tweaking from there to see what can be lowered without dropping image quality by much.
 
The big thing for path tracing when it becomes the default is how much less work is needed to get an accurate image. That will give devs more time to work on other areas of a game, be that more models or more story or a larger world.
No, it won't. Different people work on the story than lighting, it's completely not connected. What it will do is to lower cost for the Dev and publisher so they can earn more money. As they will not drop their prices for gamers.
 
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