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

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@TNA weren't we supposed to be waiting years for this? :p




This game was very much made with direct storage in mind with regards to the levels loading and being tied into the gameplay so be interesting to see how this does on pc.
You did wait years lol
Let's not beat around the bush about that.
 
@TNA weren't we supposed to be waiting years for this? :p




This game was very much made with direct storage in mind with regards to the levels loading and being tied into the gameplay so be interesting to see how this does on pc.
It'll run fine on a HDD. Everything console makers claim is always PR lies.
 
Rather have gran turismo 7 instead. Already finished this ****** game on my ps5 when it launched. Not gonna replay just cause better RT / res / ultrawide. GT7 on the other hand…
 
@TNA weren't we supposed to be waiting years for this? :p




This game was very much made with direct storage in mind with regards to the levels loading and being tied into the gameplay so be interesting to see how this does on pc.


Yeah no real gameplay shown or pc specs mentioned

Gonna be very interesting
 
Well that didn't take long :D

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RTX Racer was meant to come out in November 2022 so surely it must be out by now right...

or are they hoping everyone just forgets entirely about it?
 
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RTX Racer was meant to come out in November 2022 so surely it must be out by now right...

or are they hoping everyone just forgets entirely about it?

The least they could do is give us a playable tech demo, really wanted to give this a go as it looked amazing. Really hope a full game with those visuals is being made. I miss all the tech demos Nvidia/AMD used to have ready for us to try with a new GPU launch, they really need to bring this back.
 
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Alongside Ray Tracing Global Illumination, the game will support ray-traced reflections on all platforms.



Layers of Fear will be one of the first games that will be using Unreal Engine 5. According to the developers, the game uses Lumen, Ray Tracing, Volumetric Lighting and Niagara. However, there is no support for Nanite.


During the entire demo, our NVIDIA GeForce RTX 4090 was able to push framerates higher than 70fps at all times. That was at native 4K on Max Settings with Ray Tracing. Most of the time, our framerates were averaging between 80-100fps.


From what we could see, Bloober Team has only used Ray Tracing for reflections. For the game’s lighting and global illumination, the developers took advantage of UE5’s Lumen tech.


What’s also interesting here is that Layers of Fear has very minor traversal stutters, and no signs of any shader compilation stutters. As such, the game runs smoothly on the PC.

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Pathtracing, DLSS and the future - summary of the interview​


In the interview, Pavel brought up some interesting points. The integration of path tracing into the Unreal Engine 5 is very interesting. In the near future, this could allow developers not only to integrate optional path tracing for high-end PC gamers, but also to use the technology in the editor to orientate the regular, probe-based lighting. This must be supported at least for the foreseeable future in order to serve the large mass of players. Of course, the now official DLSS 3.0 support for the Unreal Engine 5 is also exciting in this context, a point that Pawel still had to dance around a bit at the time of the interview. The official announcement came - not surprisingly for us - just a few days later, at the launch of the RTX 4060 Ti.


It is also quite interesting what intentions Pawel describes for Nvidia. The focus of the manufacturer's gaming segment is clearly on path tracing and high-end PCs. Nvidia wants to set new standards here, advance the technology and offer new features. The consoles and the PC mainstream should follow the goal set in this way (later). And of course, in this context, with DLSS 3.0 or the AI-supported frame generation, there is also the possibility of combining the gaming segment with the very lucrative and highly dynamic AI segment.
 
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