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

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To no ones surprise, insomniac wolverine game looks like it will feature ray tracing :cool:


Given spiderman 2, will probably be another title where you won't be able to turn off RT especially if that RT is being used in "performance" mode.
 
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Good read and demonstration of RT GI in the finals as that is one thing I always remember people banging on about with regards to visibility and things being too dark (even though this has been debunked before by metro ee examples and it comes down entirely to the world/game/map design), that and also, people may actually want to use RT in such games now for the competitive advantage.

TsaVRC1.png


Here are my observations:

  1. ANY non-Static RTGI settings offers a significantly better visibility in semi-destructed buildings by propagating more light inside buildings once destruction occurs.
  2. Visual difference between Low, Medium, High and Ultra is only in the time it takes the new lighting information to propagate.
  3. In terms of performance, changing RTGI from Static incurs the highlest (yet still small) performance penalty in baseline FPS. Increasing GI quality incurns almost negligible baseline FPS loss.
  4. Static setting suffers similar relative FPS hit upon destruction compared to RTGI lower than Ultra. Ultra suffers the by far the highest performance drop.
  5. All FPS drops to bottom are very short lived (1-2 seconds before returning to almost normal)
Conclusion: Dynamic RTGI offers a significant competitive advantage in The Finals. I suggest using at least the Dynamic - Low setting. For the best tradeoff of visuals vs performance, I suggest Dynamic -Medium or Dynamic - High, which seem to have small performance impact traded for much faster initial phase of light propagation. Both these settings propagate the light faster than the explosion debris and smoke clear. Dynamic - Ultra setting suffers from diminishing returns and should not be used.
 
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I watched that, and one part made me question their answer, I posted about it in the AW2 thread ages ago with comparisons, my comment here though:

I'm not sure I fully agree with the example about baked lighting vs path tracing variances like in a room with an open window or door, the lighting is completely baked. Alex notes that this path traced would be very expensive to affirm when Remedy are saying - Yet we have Cyberpunk, also path traced and any open window or door, even dynamic, will utilise path traced GI and react accordingly and convincingly, whereas in AW2 there is no reaction at all, and AW2's game world is sandboxed and linear, whereas Cyberpunk is open world. IN Cyberpunk there isn't a performance cost to having indoor lighting react this way (aside from the usual fps hit from generally enabling path tracing anyway), the game still runs at high fps with frame gen and dlss enabled, the same as Alan Wake 2's feature support.

I noticed this very early into the game when playing as Saga and could swear these issues did not exist in Cyberpunk, so switched over to Night City and did direct comparisons of similar rooms with open doors and posted my findings on a couple of forums accordingly.
So what's the real reason here, engine limitation? REDengine is highly scalable, we know this already, and it's become even better since launch, or was it simply a case of there wasn't enough time to fully implement path traced lighting for these scenes in AW2 so baked was the direction they went because that was the original intention before Nvidia came in with a wad of cash to get the whole Full RTX:ON experience put into the game?
I suspect it's the latter, they already did most of the lighting using baked screen space, then at late stage Nvidia entered the chat and now they needed to put path tracing in but had to do it in a meaningful timeframe to not miss the release schedule. Otherwise it makes no sense why every indoor scene uses baked lighting pretty much whereas Cyberpunk using the same PT/RR etc can do it in every indoor scene.
 
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AW2 has the most obvious problems though :p
For the door thingy, yeah. But aside of PT, CB is the worse overall (with stuff that bother me) with the heavy vignetting and eye light adaptation thing. Worse than motion blur and other useless crap like that. AW2 still had at some point the look of wrong gamma, which I couldn't get rid off. Anyway, I quite playing that for a while :p
 
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For the door thingy, yeah. But aside of PT, CB is the worse overall with the heavy vignetting and eye light adaptation thing. Worse than motion blur and other useless crap like that.
Those are very easily fixed though via a literal drag and drop nexusmod into the game's folder^
 
@mrk

Which nova lut you using? Presume they have been made for HDR in mind too?
In Main Files list I'm using the one that includes ENV although I switch between that and the top one from time to time to see what different areas look like. Seems the ENV one relaxes the contrast a bit more too which looks kinda more natural in various daytime scenes.

It has HDR/SDR by default yeah.

Here's an IMGsli of each one:


Edit*
The Pure version retains the contrast of stock whilst just changing the colourspace/grade which might be what some like actually.
 
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