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

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I haven't been using HDR much on my QD-OLED. Biggest problem I have is: the monitor defaults to max 1000nits brightness in HDR and you can't change it in the monitor settings - do you know how bright 1000 nits is when the screen is in your face and you're in a dark room, it's freakin stupid. So why not just lower brightness in the game settings menus? That would be great except many HDR games have **** poor HDR settings options for this

And not so long ago you was slating the Alienware monitor which you eventually realised was best and bought. One of your critiques was it is only 1000 nits. Too funny :p
 
I haven't been using HDR much on my QD-OLED. Biggest problem I have is: the monitor defaults to max 1000nits brightness in HDR and you can't change it in the monitor settings - do you know how bright 1000 nits is when the screen is in your face and you're in a dark room, it's freakin stupid. So why not just lower brightness in the game settings menus? That would be great except many HDR games have **** poor HDR settings options for this
And not so long ago you was slating the Alienware monitor which you eventually realised was best and bought. One of your critiques was it is only 1000 nits. Too funny :p
Wait till you try 1400 nits, can goto bed and Spiderman is imprinted on my eyelids.:p
 
Which games you played? There is an absolute huge difference in HZD and God of War.

Are you viewing those games on an OLED panel, if not that's probably the problem.
I just said it has not wowed me yet, does look better sure but I find it quite subtle and it does not take my eyes long to adjust to whatever display I am using. 99% of the time I am gaming on an LG CX and I am a big fan of the contrast and the colours in both SDR and HDR.
 

Shadow of the Tomb Raider: XeSS vs. DLSS Comparison Review




Introduction​

Intel's Xe Super Sampling (XeSS) technology is finally available—with the latest version of Shadow of the Tomb Raider. Announced earlier this Spring, XeSS is a major update to Intel's performance enhancement suite, rivaling NVIDIA DLSS and AMD FSR 2.0, which lets you improve framerates at minimal loss to image quality. XeSS, DLSS and FSR 2.0 work on the principle of getting the game to render everything except the HUD and post-FX at a lower resolution than the display is capable of and upscaling it using sophisticated algorithms that make the output look as if it was rendered at native resolution. Depending on the game, there are subtle differences in the implementations of Intel's Xe Super Sampling (XeSS) and NVIDIA's Deep Learning Super Sampling (DLSS), so we are keen to have a look at both in this game.

Below, you will find comparison screenshots at 4K, 1440p, 1080p, and in different XeSS and DLSS quality modes. For those who want to see how DLSS and XeSS perform in motion, watch our side-by-side comparison video. The video can help uncover issues like shimmering or temporal instability, which are inherently not visible in screenshots.

All tests were made using a GeForce RTX 3080 GPU at Ultra graphics settings, with ray tracing enabled; motion blur and depth of field were disabled for better image viewing. DLSS was manually updated to version 2.4.12 by swapping the DLL file.



Conclusion​

In Shadow of the Tomb Raider, none of the anti-aliasing and upscaling solutions are using sharpening filters in the render path. However, you can still enable AMD FidelityFX CAS when TAA is enabled, and for our testing we disabled AMD FidelityFX CAS for TAA. What's also important to note, Shadow of the Tomb Raider has an option to launch the game in either DirectX 11 or DirectX 12 mode, and XeSS only supports the DirectX 12 API in this game. If you have been playing the game in DirectX 11 mode, DirectX 12 has to be enabled in order to utilize XeSS.

Compared to native TAA, the XeSS image quality is a very noticeable upgrade across all resolutions. The in-game TAA solution has a very blurry overall image across all resolutions except 4K, and very poor rendering of small object detail—tree leaves or fishing nets, for example. All of these issues with the in-game TAA solution were resolved with XeSS. Compared to DLSS, XeSS image quality is very close to what DLSS can output, with some differences in temporal stability. One of the most noticeable differences in image quality between XeSS and DLSS is how water puddles render. With XeSS they appear with a noticeable reduction in the resolution of the puddles and also look very jittery, which may be very distracting for some people. These issues with jittery water puddles are visible even at 4K XeSS Quality mode, and the lower internal resolution you are using, the more visible this issue will become. The second-most-noticeable difference is the hair rendering. With XeSS it appears to look pixelated in motion, which can be distracting. Also, there are some differences in how XeSS deals with ghosting in comparison to DLSS. Overall, XeSS handles ghosting similarly to DLSS at 1440p resolution and above. 1080p is a bit different, as XeSS has more ghosting on small objects such as falling leaves or walking NPCs at long distance.

Interestingly, when using XeSS, there are some major differences in performance gains, compared to DLSS or FSR 2.0, which essentially had equal performance gains in most games. As we are testing XeSS with an RTX 3080 GPU, which does not have the XMX instruction set, which is designed to accelerate XeSS workloads on Intel's Arc GPUs, the performance gains are less than what we can expect on Arc GPUs, so keep that in mind. That said, the actual performance increase difference between XeSS and DLSS is about 10% at 4K Quality mode, in favor of DLSS. However, compared to native 4K resolution, XeSS manages to deliver up to 40% more performance while using the DP4a instruction set that is compatible with all GPU architectures, which is still a quite decent performance uplift.
 
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So apparently a Horizon Zero Dawn remaster is in the works, Improving lighting, Textures and various other bits, Quite unnecessary IMO, Could quite likely have improved DLSS support, Original has DLSS2 this may have DLSS3 and maybe even RT features when it eventually comes to PC.

https://www.videogameschronicle.com...remaster-is-in-the-works-for-ps5-its-claimed/

Noce. I just recently completed it and doubt I will play it again any time soon though unfortunately. All good though, I may play again in 3-5 years.

Looking forward to Horizon Forbidden West. That has some very nice graphical updates. Character models improved quite a bit.
 
HDR is fantastic on my oled but I've turned it off to save the huge cost in electricity

Huge cost? 100w? That’s like 3.4p an hour bro. Hardly worth buying a card that has the power for RT and the missing out for the sake of a few pence an hour.
 
Good read, although nothing that we don't already know but good to see more devs confirming once again that ray tracing allows for far more "artistic" application if needs be and gives them more control:

Implementing Path Tracing in ‘Justice’: An Interview with Dinggen Zhan of NetEase


How did the path tracer affect your lighting production during the Justice development process?


The path tracing technology provides a way to create realistic illumination systems, especially suitable for producing natural and delicate indirect illuminations. Therefore, we do not need to spend time manually adjusting lights in scenes. Instead, we only need to add the corresponding lights for emissive objects such as lanterns and leave the rest to the path tracer to complete the calculation.


Why is physically accurate lighting important for the games you develop?


The rendering pipeline of Justice is built on physically based rendering (PBR). Realistic physical illumination is naturally implemented with path tracing, which improves visual appeal and reduces defects. The artists have more control over the look, and it is convenient to integrate.

What challenges did you face during the process of integrating ray tracing?


New technologies generally bring new problems, and the debugging process is particularly more difficult. Fortunately, NVIDIA has upgraded the NVIDIA Nsight debugging tool in time, making it an easier process for development work. The current real-time path tracer needs to be improved over several optical effects including caustics, translucency, and the skin materials of subsurface scattering.

What challenges were you looking to solve with the path tracer?


In the past, rasterized rendering of direct illumination, indirect illumination, reflection, and shadow were done with separated passes, which could not ensure accuracy. Path tracing unifies the computation of light transport, simplifies the whole rendering pipeline, and makes the final results immediately visible, allowing artists more control for content creation.


How long did it take for you to get the path tracer up and running?


From beginning to end, it took us about five to six months. The first three months were mainly for function integration, while the later stage was focused on effect tuning, performance optimization, and debugging.


Did you encounter any surprises during the integration process?


The realism of the path-traced pictures is amazing, and one notch above basic ray tracing. NVIDIA DLSS 3 also boosts the performance of the path tracer beyond all expectations.


How has path tracing affected your visuals and gameplay?


Path tracing can help game visuals reach cinematic realism, bringing the real-time rendering experience to the film production level. Video game players will feel like they are in the real world of each game. The visual experience is unprecedented, and there are infinite possibilities for the current metaverse development.

Can you share any tips or lessons learned for other developers looking to integrate path tracing technology?


First, make sure that your game engine has a physically based rendering pipeline, which will reduce the integration issues. For certain special materials, the current path tracer cannot work completely without rasterization, and it is recommended to use in conjunction with a rasterizer.


Second, pay attention to the coherence of motion vectors and depth because the denoiser is quite sensitive to motion vectors, whether the motion vectors are in world space or screen space. The flag settings of the denoiser must be correct too. The depth buffer is in the floating-point range (0-1), and if it is reversed, it can affect the denoising and anti-aliasing results.


Third, our path tracing is based on the NVIDIA Falcor engine, which is written in the shader language Slang. Integrating is a complicated and time-consuming task. We chose to translate Slang into HLSL at first. Since manually translating the entire Falcor shaders could be an onerous task, we simplified the Falcor codebase. Debugging costs us significant time. Looking back now, it would have been wise to take time to support the entire Slang at the beginning of the integration and put in the whole Falcor path tracing codebase. The integration process might go smoother, save us some time, and help support Falcor’s future functionalities and features.


Do you plan to integrate path tracing into future NetEase games?


The amazing visual quality of path tracing is beyond the reach of any rasterization technique. In the future, we will continue investing more resources to develop path traced levels, and improve the quality and performance in the game.
 
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