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

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I actually really like the Avatar universe, Love the films and even liked the 2008 movie tie in game that Ubisoft did but every game Ubisoft have come out with in the last 5 years is the same, Assassins Creed, The Division, Far Cry, Ghost Recon, Watch Dogs... all the same game with slight graphical differences and a camera angle change.

I genuinely hope this Avatar game is very different.
 
I actually really like the Avatar universe, Love the films and even liked the 2008 movie tie in game that Ubisoft did but every game Ubisoft have come out with in the last 5 years is the same, Assassins Creed, The Division, Far Cry, Ghost Recon, Watch Dogs... all the same game with slight graphical differences and a camera angle change.

I genuinely hope this Avatar game is very different.
Same.

Watched the second film there couple days ago and thought it was worse overall but the visuals on oled hdr :eek: Stunning!

Like I've said from day 1, ubi games are kind of meh, some of the games and mechanics are very enjoyable but it's the game worlds for me with how open, detailed and atmospheric they are that set them apart (well with the exception of fc, duller than watching paint dry on the wall :cry:). Pandora alone will make this worth playing. Wonder if they have gone back on the RT only approach, sounds like they have.
 
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At Native 4K/Ultra/Full Ray Tracing, the NVIDIA GeForce RTX 4090 can push framerates between 60-72fps. Then, by enabling DLSS 2 Quality, we were able to almost double our performance (especially the minimum framerates). Since DLSS 2 looks great in this game, we highly recommend using it.


F1 23 also supports NVIDIA SER for owners of the RTX 40 series. Moreover, it supports Variable Rate Shading which you should disable it. In this game, VRS has major a negative visual impact on the rain spray effects. For some reason, we also couldn’t enable Frame Generation on our RTX 4090.


But what about the visual improvements of Ray Tracing? Below you can find some comparison screenshots. On the left, we have the non-RT screenshots, and on the right, we have the RT screenshots. And, as you can see, RT can noticeably improve the game’s graphics. In fact, RTAO brings a HUGE visual improvement to the game. This game showcases why RTAO is important (especially in shadowy areas), and why developers should be using it in their games.
 
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At 1080p/Ultra/Full Ray Tracing, the NVIDIA RTX3080, NVIDIA RTX 4090 and AMD RX 7900XTX had no trouble running the game. The NVIDIA RTX2080Ti also came close to a 60fps experience, and those using a G-Sync monitor will be able to enjoy it. At 1440p/Ultra/Full Ray Tracing, the only GPUs that were able to run the game with over 60fps were the NVIDIA RTX4090 and the AMD RX 7900XTX. And as for Native 4K/Ultra/Full Ray Tracing, the only GPU that could provide a smooth gaming experience was the NVIDIA RTX4090.
As said, the game supports both DLSS 2 and FSR 2.0. By enabling the former for NVIDIA’s GPUs and the latter for AMD’s hardware, we were able to significantly improve performance, especially in 4K. With DLSS 2 Quality, our NVIDIA RTX4090 was hitting framerates higher than 90fps. And, with FSR 2.0 Quality, our AMD RX 7900XTX was able to provide a smooth gaming experience.
Graphics-wise, these Ray Tracing effects can noticeably improve the game’s visuals. Here are some comparison screenshots between RT On and RT Off. Now as you’ll see, in shadowy areas, the RT screenshots look significantly better. RTAO also makes a huge difference in this game and showcases why it should be used alongside RTGI. The visual improvements that RTAO brings to the table are similar to those found in Metro Exodus Enhanced Edition.


All in all, for a game that uses numerous RT effects, F1 23 performs great. Furthermore, its RT effects can noticeably improve the game’s graphics. Even in our comparison screenshots, you won’t have to zoom in in order to spot these graphical improvements. F1 23 looks better than ever, and we have to congratulate Codemasters for supporting all these RT effects!
 

Update on this, more gpus added and drivers updated:

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Intel had some fine wine very quickly :eek:

Update from June 16th: Since we already have other graphics cards with Layers of Fear(UE 5.1.1) and Park Beyond (UE 4.26.1) had to install and test, these models also ran through the F1-23 benchmark. We also repeated all measurements with the new drivers from AMD and Intel - with amazing results. While Radeon GPUs increase by between three and six percent (Full HD or Ultra HD), Intel's Arc GPUs make a gigantic leap with the new 4499 driver. Up to 42 percent more performance is in the books, which means that the Arc A750 and A770 are climbing up the chart like meteors. Screenshots, post-tests without ray tracing and the heavy load on the GPUs prove that everything is going right here. You will find all values on the second article page. Meanwhile, it is unfortunate that RDNA 3 GPUs show graphical errors in vegetation, this streaks and flickers conspicuously - note the video directly below this text. The problem only affects RX 7000 graphics cards, RDNA 2 (RX 6000) displays F1 23 correctly
 
Layers of fear (ue 5) running very nicely!


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The performance of Layers of Fear lets you breathe - the Unreal Engine 5 delivers a smooth debut. Please note that the numbers all include ray tracing, but also (TSR) upsampling. Significantly lower frame rates are achieved with the native resolution, depending on the graphics card and resolution between 15 and 30 percent. It is noticeable that AMD graphics cards perform well despite active ray tracing, while Intel's Arc GPUs run error-free and smoothly, but with a slightly applied handbrake. It is also remarkable how economical the game is with VRAM. 6 GiByte are enough even in WQHD and with 8 GiByte even 5K (always with TSR quality) can be used. We assume that future UE5 games with an open game world will require significantly more graphics memory,
 
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