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

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The lighting and art direction are great but at 100% but I'm definitely seeing some somewhat blurry textures there. Definitely the sort of thing that sorting would start eating into more VRAM.
Textures in cp2077 are really not good. Everything is quite blurry and lacks any details. On the plus side, it works very well with upscaling as that can't mangle details that aren't there. On the downside, game looks pretty but very unrealistic (because of said textures).
 
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The issue isn't really the textures themselves, it's the streaming system and the fast rate of swapping. Heck, you can go d/l Hulk Hogan's mod of texture pack of much higher quality and the textures will look much better, and actually not use that much more vram but you'll run into lod swapping issues very quickly because they're so aggressive on the memory management part, and this is particularly evident for billboards (which you can also mod & ini tweak separately, because they're also considered separate from general textures by the game structure, but won't be a perfect fix).
This is by far the game's biggest visual down-side, but I don't know how fixable it really is by the devs considering how easily it breaks if we manually up the limits in the .ini. Might need a serious low level overhaul which obviously won't happen.
 
Smells like moving goal posts.

Lighting makes up part of the visuals, but this is still pointless when said lighting is being cast on junk textures, which is a valid point of contention.
That's not really correct is it. First I never moved any goal posts as I have only posted about RT effects. As for textures why do you think so many people made Ray Tracing Mods to add into 10 and 20 year old games? Its because they look so much better with RT even with textures that are x100 worse then what you are calling junk. If those ancient games with there ancient textures are benefiting from RT then clearly RT is not pointless even with junk textures. So I don't see your point as a valid point of contention in regards to Ray Tracing. I found RT brought many of those old games back to life. Just look at Half Life its so much more atmospheric and better with RT despite the textures being terrible. I also question on you calling Cyberpunk textures junk. For an open world games they seem to be pretty decent. What other open world games have better textures I am not aware of any and even if there are I bet its only a handful.
 
Smells like moving goal posts.

Lighting makes up part of the visuals, but this is still pointless when said lighting is being cast on junk textures, which is a valid point of contention.
Lighting and shadows are amongst the most difficult thing to do - and reflections. Textures and models can be fixed even by moders if the engine isn't too broken and you have enough vRAM to play around.
 
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As for textures why do you think so many people made Ray Tracing Mods to add into 10 and 20 year old games? Its because they look so much better with RT even with textures that are x100 worse then what you are calling junk. If those ancient games with there ancient textures are benefiting from RT then clearly RT is not pointless even with junk textures. So I don't see your point as a valid point of contention in regards to Ray Tracing. I found RT brought many of those old games back to life. Just look at Half Life its so much more atmospheric and better with RT despite the textures being terrible. I also question on you calling Cyberpunk textures junk. For an open world games they seem to be pretty decent. What other open world games have better textures I am not aware of any and even if there are I bet its only a handful.
I do not get the 'atmospheric and better' at all in these old games with RT sprinkled in-taking into account I played them back in the day too, I think they still look old and dated regardless.

I get that folks gush over it, but I don't get the shock horror/how dare you/hostility when someone says it looks duff as everyone has different tastes.

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TLOU>CP all day long.:p
 
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At the end of the day, it's pointless saying whether you like it or don't see the point of it. People need to accept that raster methods are dated now and it's death is inevitable. Ray tracing is not going anywhere at all:

- every single desktop gpu since turing (what 5/6 years ago?) now has RT support, just over 40% of steam gamers have a RT capable GPU now (doesn't matter if they turn it on or not, that is still a substantial amount given how it has only taken of in the last 3 years considering the likes of 1440/4k and gpus with more than 8gb vram are in a tiny tiny tiny minority and those things have been about for longer than RT has.....)
- current gen consoles support RT
- every mobile chipset has RT support
- all industries in terms of creativity and gaming are jumping on board to embrace it
- intel, nvidia and even amd are fully onboard with RT given all their tools, knowledge articles and sponsored titles
- majority of titles as of the past 1-2 years and going forward feature RT of some kind, even some old titles are getting it added down the line (how often does this happen with other graphical advancements like texture packs?), it is extremely pointless looking at games from years back (especially ones before RT came about....), it's like the equivalent of comparing 3d and 2d games.....

It's a good thing lots of "old" games are out there for some folk, should keep them busy when it will be RT only :p Like I have always said though, until old gen consoles are dropped entirely and we get to more a figure of 70/80% for pc gamers with RT hardware, we will continue to see more hybrid RT and raster with few rt only, that and we need more RT only titles like metro ee to be good examples of what is possible when RT is the focus. Hopefully avatar by massive/ubi will be good.....
 
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@KompuKare Just seen this:
Well, someone is thinking of it!

Pity it's proprietary Nvidia. Really would prefer for this to be part of a future console framework or a future DirectX or Vulcan.

Although hard to tell from that clip as that mainly seemed to showcase sound to facial expressions. There didn't seem to be any AI in what they NPC was going.

Still in the meantime Starfield should bring plenty of flat NPCs and I'm sure Bethesda will come up with some buzzword for that!
 
Well, someone is thinking of it!

Pity it's proprietary Nvidia. Really would prefer for this to be part of a future console framework or a future DirectX or Vulcan.

Although hard to tell from that clip as that mainly seemed to showcase sound to facial expressions. There didn't seem to be any AI in what they NPC was going.

Still in the meantime Starfield should bring plenty of flat NPCs and I'm sure Bethesda will come up with some buzzword for that!

Maybe it will kick the other companies in the arse too? The article is a bit ambiguous but I was thinking of this part:

NVIDIA NeMo™ — for building, customizing and deploying language models, using proprietary data. The large language models can be customized with lore and character backstories, and protected against counterproductive or unsafe conversations via NeMo Guardrails.
 
Well, someone is thinking of it!

Pity it's proprietary Nvidia. Really would prefer for this to be part of a future console framework or a future DirectX or Vulcan.

Although hard to tell from that clip as that mainly seemed to showcase sound to facial expressions. There didn't seem to be any AI in what they NPC was going.

Still in the meantime Starfield should bring plenty of flat NPCs and I'm sure Bethesda will come up with some buzzword for that!
AMD demoed back around in 2008 with their first 1TF card (HD4xxx series), AI being accelerated on the GPU - pathfinding and reactions to obstacles / danger and doing their tasks. It were around 3000+ agents simulated on a card that was doing graphics as well. Froblins demo

The tech is there, at the end of the day, it will require for devs to put effort into it and gamers to stop be apologetic towards these studios or else we'll get the same reheated soup.
 
AMD demoed back around in 2008 with their first 1TF card (HD4xxx series), AI being accelerated on the GPU - pathfinding and reactions to obstacles / danger and doing their tasks. It were around 3000+ agents simulated on a card that was doing graphics as well. Froblins demo

The tech is there, at the end of the day, it will require for devs to put effort into it and gamers to stop be apologetic towards these studios or else we'll get the same reheated soup.

Didn't know about that!
 
Didn't know about that!

Yeah, it was quite nice:



The purpose of the tech demo is to showcase why DirectX 10.1 is important and the advantage it has over DX10 (NVIDIA).

The Froblins demo is designed to showcase many of the new techniques for character-centric entertainment made possible by the massively parallel compute available on the ATI Radeon HD 4800 GPU series. In our large-scale environment with thousands of highly detailed, intelligent characters, the Froblins (frog goblins), are concurrently simulated, animated and rendered entirely on the GPU. The individual character logic for each froblin creature is controlled via a complex shader - 3200 shader instructions for each froblin. We are utilizing the latest functionality available with the DirectX® 10.1 API, hardware tessellation, high fidelity rendering with 4X MSAA settings, at HD resolution with gamma-correct rendering, full HDR FP16 pipeline and advanced post-processing effects.

In this interactive environment, thousands of animated, intelligent characters are rendered from a variety of viewpoints ranging from extreme close-ups to far away "bird's eye" views of the entire system (over three thousands characters at the same time). The demo combines state-of-the-art parallel artificial intelligence computation for dynamic pathfinding and local avoidance on the GPU, massive crowd rendering with LOD management with high-end rendering capabilities such as GPU tessellation for high-quality close-ups and stable performance, terrain system, cascaded shadows for large-range environments, and an advanced global illumination system.

Read more: https://www.tweaktown.com/news/10612/amd_releases_dx10_1_tech_demo_froblins/index.html

An here's a demo with 16384 agents :)

On current gen hardware maybe 100k agents to simulate would not be impossible. And it doesn't have to be just NPC, could be wildlife as well I guess.

Alas, all we have is the same boring stuff fans go wow about although they're using the same old recipe, same recycled gameplay that keeps being put upfront (gameplay matters, graphics not that much). Right...
 
97kbHGW.jpg


One of you right?
:p
 
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