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

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It's not as if survivor is a polished game is it.... They have screwed up the screen space reflections and RT is a stutter fest.

Of course, not a great example but this isn't the first game/time where we have seen similar things like this i.e. raster reflections being non existent like in darktide, Gotham knights, returnal (to the point it looks like there is no water at all) and a few other titles out there. Only going to get worse for raster effects.
 

RDNA 2 not even registering for 4k and that is with performance upscaling, yikes! :eek:

hFusfu8.png


vRmVwVS.png



Interesting that a 3080 10gb beats a 4070 @ 4k, basically matches it at 1440 and a 3070 beats/matches the 2080ti 11GB @ 4k too :cry:


qyxZdW1.png
 
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RDNA 2 not even registering for 4k and that is with performance upscaling, yikes! :eek:

hFusfu8.png


vRmVwVS.png



Interesting that a 3080 10gb beats a 4070 @ 4k, basically matches it at 1440 and a 3070 beats/matches the 2080ti 11GB @ 4k too :cry:


qyxZdW1.png



Rtx4090 is a beast, best GPU purchase on the market
 
Oh yes baby

AI-accelerated ray tracing: Nvidia's real-time neural radiance caching for path tracing could soon debut in Cyberpunk 2077​






4090 is truly a beast:


 
Phantom Liberty will be what's talk of the town next month just wait and see :p With NRC, path tracing and the extra game content on offer, and with the overall good state of 2077's engine now since it's well optimised compared to when it launched, I think we are in for a bit of a treat, and this update is next gen only, so none of the pitfalls of having to cater to old gen causing kickback to current/next gen optimisation.

Also yes, get onto the 4090 wagon :D

Not even the UE5 games coming out this year will employ the latest RT tech compared to the above since none of this year's titles use UE5.2, which is the actual game changer for RT and optimisation (or so Epic say...).
 
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Yup if more path tracing becomes available, 4090 it will be but alas, I don't see that happening for a good year or 2.

Ray tracing games are still doable on ampere/rdna 3 levels of RT grunt, however, if avatar is a good game and demanding (hoping it won't be though and will be another metro EE in terms of optimisation), could get a 4090 for that alone but you just know Jenson is going to release the 5080 locking dlss 4 to 50xx and it will have roughly the same performance as the 4090 for half the price, "ampere friends, it's safe to upgrade now" :p
 
Phantom Liberty will be what's talk of the town next month just wait and see :p With NRC, path tracing and the extra game content on offer, and with the overall good state of 2077's engine now since it's well optimised compared to when it launched, I think we are in for a bit of a treat, and this update is next gen only, so none of the pitfalls of having to cater to old gen causing kickback to current/next gen optimisation.

Also yes, get onto the 4090 wagon :D

Not even the UE5 games coming out this year will employ the latest RT tech compared to the above since none of this year's titles use UE5.2, which is the actual game changer for RT and optimisation (or so Epic say...).
Actually, not much changed optimisation-wise for CP2077 since launch in terms of visuals/performance (there's only one significant change vs launch, and that was one of the first patches where they re-did an aspect of memory management... which was only a boon for lowest end hardware so it could go down even further in settings if bandwidth starved; irrelevant, most of time, for high end cards, and sometimes worse actually - more frequent asset re/loading), nor do I think it will really change much of anything for the DLC because they leave old-gen behind. It's already too late for major upgrades and I don't think that's their focus anyway. I'm willing to bet most of their engineering talent is going towards transitioning to UE5 rather than messing with Red Engine further.
The biggest visual improvement they could have done would involve a complete re-architecting of their asset handling system because the lod transitions are way too aggressive and they're unfixable even with tweaks because the engine conks out and start disappearing assets quickly if you push it past default. It's also why ultimately the PT mode ends up being quite disappointing, because it's trying to do too much and the other systems (as well as it itself) don't keep up so in the end you're getting only a sometimes upgrade but at a steep performance cost, and even if you try to salvage just the PT part with greater ray counts it's still not perfect and it's then unplayable besides with a 4090 (and even then, with a wobbly 60 fps... with DLSS 3 full throttle). Ultimately it ended up a bit like lipstick on a pig, at least when playing the game and not just when trying to take screenshots.
Metro Exodus had a similar problem when they did their enhanced edition, where they had all this fancy new RT added but the assets were still as when done for Xbox one & co., plus texture quality didn't receive an upgrade and they were already quite outdated even at release. Could've easily done so too, for textures. People forget how important visual cohesiveness is to the final quality of the image, fancy new rendering tech alone isn't worth much if it clashes with the original vision.

I'm really hoping UE5's Nanite system helps out with all these issues, but I think we're still years away from proper AAA titles that are actually leveraging it. Granted, as far as a devil's bargain goes, I'd take the overly aggressive asset system of Red Engine every day of the week over the horrific stutterfest that plagues UE open-world titles. No question about it.
 
mrkz2cents? :p
Oi my dosh gets slipped into the thong with the most power as is necessary for what I do!

Actually, not much changed optimisation-wise for CP2077 since launch in terms of visuals/performance (there's only one significant change vs launch, and that was one of the first patches where they re-did an aspect of memory management... which was only a boon for lowest end hardware so it could go down even further in settings if bandwidth starved; irrelevant, most of time, for high end cards, and sometimes worse actually - more frequent asset re/loading), nor do I think it will really change much of anything for the DLC because they leave old-gen behind. It's already too late for major upgrades and I don't think that's their focus anyway. I'm willing to bet most of their engineering talent is going towards transitioning to UE5 rather than messing with Red Engine further.
The biggest visual improvement they could have done would involve a complete re-architecting of their asset handling system because the lod transitions are way too aggressive and they're unfixable even with tweaks because the engine conks out and start disappearing assets quickly if you push it past default. It's also why ultimately the PT mode ends up being quite disappointing, because it's trying to do too much and the other systems (as well as it itself) don't keep up so in the end you're getting only a sometimes upgrade but at a steep performance cost, and even if you try to salvage just the PT part with greater ray counts it's still not perfect and it's then unplayable besides with a 4090 (and even then, with a wobbly 60 fps... with DLSS 3 full throttle). Ultimately it ended up a bit like lipstick on a pig, at least when playing the game and not just when trying to take screenshots.
Metro Exodus had a similar problem when they did their enhanced edition, where they had all this fancy new RT added but the assets were still as when done for Xbox one & co., plus texture quality didn't receive an upgrade and they were already quite outdated even at release. Could've easily done so too, for textures. People forget how important visual cohesiveness is to the final quality of the image, fancy new rendering tech alone isn't worth much if it clashes with the original vision.

I'm really hoping UE5's Nanite system helps out with all these issues, but I think we're still years away from proper AAA titles that are actually leveraging it. Granted, as far as a devil's bargain goes, I'd take the overly aggressive asset system of Red Engine every day of the week over the horrific stutterfest that plagues UE open-world titles. No question about it.

Ah I mean as in CPU optimisation and the way threads are handled. It was crap at launch and it took the good part of a year to become decently multithreaded, and in today's version of the game all CPU cores are healthily utilised, even with DLSS enabled the GPU is always at 99/100% utilised, something which cannot be said for virtually any other game when you turn on DLSS and the GPU use suddenly drops to 85% or in some games even less - And that was on my then 3080 Ti. The 12700K was just not being utilised in early Cyberpunk 2077 (and this is the acse in many new releases today), resulting in the 3080 Ti (and now 4090) just sitting there waiting as the poorly optimised engine sips through the CPU.

The game also basically has no more stutters anywhere (I still actively play the game just to explore and find shards I have not yet come across). CDPR also fixed Witcher 3 next gen and the 3080 Ti was able to get 85fps+ in Novigrad inner walls, whilst the central square is 60+ now. It's amazing how much better the CPU utilisation became in the last patch for that game.
 
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