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

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So basically the developer lied.

They tried to blame the Xbox series S for weak performance when in reality the game runs poor on all systems due to poor CPU utilisation that holds back the GPU.

It looks like to get 60fps you need a CPU that's twice as fast in single thread as the one all the consoles have, but the developer tried to blame the weak GPU in the series S
 
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They tried to blame the Xbox series S for weak performance when in reality the game runs poor on all systems due to poor CPU utilisation that holds back the GPU.
So far as I understand, it was actually a Rocksteady dev that lambasted the Series S - Warner Bros. games haven't made any statement on the performance of Gotham Knights other than that it's 30fps on consoles. (not that this in any way excuses WB Games for putting out an unfinished, unoptimized game).

 
Out in February


Hopefully turns out good. I have it on my wish list. But unless the reviews are outstanding then it won’t be a day one purchase. Might just pre order if I can get it on the cheap. If reviews turn out crap I will just get a refund :)

Edit: Tempted at £34.99 at CDKeys.com but would prefer a few quid cheaper. Will keep an eye out.
 
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Now that amd are offering RT on par with 2 year old ampere, hopefully they won't hold back RT as much as they were in their sponsored games :p

Halo infinite is getting RT shadows.

Forza 5 is getting dlss and fsr and RT "in game" now.

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So hyped by those RT shadows in halo. I was laughing like crazy right after that guy mentioned it last night. The only worse announcement i can imagine is improving the RT shadows in WOW. :)
 
Now that amd are offering RT on par with 2 year old ampere, hopefully they won't hold back RT as much as they were in their sponsored games :p

Halo infinite is getting RT shadows.

Forza 5 is getting dlss and fsr and RT "in game" now.

o3ICY4F.png

aOrJH7K.png

It's good for everyone. Even if AMD RT is still a generation behind, it's now at the level where it makes sense for every game to have RT so developers need to stop being lazy
 
So hyped by those RT shadows in halo. I was laughing like crazy right after that guy mentioned it last night. The only worse announcement i can imagine is improving the RT shadows in WOW. :)

Yup hilarious especially when they say about "advancing graphics", "innovating" and all that :cry:

I'm looking forward to another 2 years of people saying "RT doesn't matter", "in hardly any games" as well as referring back to games like tomb raider and now halo infinite to say "RT is pointless and makes no difference!!!!" ;) :p :D

It's good for everyone. Even if AMD RT is still a generation behind, it's now at the level where it makes sense for every game to have RT so developers need to stop being lazy

Exactly the way I look at it now too.
 
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For my fellow RT fans :p

Was just reading 4a enhanced article again for the PC version but didn't realise they also had a separate one for the console version, very good read too, especially these bits:



We saw many strides in performance during this phase of console optimization, many of which gave us a cause to rethink our approaches to certain solutions. We’ve remained very conscious of the fact that we were aiming to have the consoles providing a consistent 60FPS experience for this title, and, with that in the back of our minds, the gradual performance improvements allowed us to also include more and more features. Despite superficial differences in the actual layout and approach of the platform-specific Application Programming Interfaces (APIs), all platforms are now running remarkably similar CPU and GPU code, and have managed to maintain a very consistent feature set.

The groundwork has been laid though and we have successfully brought a product to the 9th generation consoles complete with essentially our entire Ray Tracing feature set. This sets a baseline for this generation’s future projects. We mentioned that we had initially thought of some features as potential fallbacks solution to be maintained alongside superior and steadily evolving equivalents on PC. This wasn’t the case, but it could have been, if the consoles weren’t as good as they are. If it had been the case, then so many members of the team would have been hit by the massive increase in workload that comes with working with two separate and distinct systems in parallel. Instead, we now have a new set of standards to base our work on that are consistent across all target platforms.

As it stands then, we can say for sure that projects of this generation, across all targeted platforms, will be based off of this raytraced feature set. That is great news for the end result: it is allowing us to produce scenes with the highest level of graphical fidelity we have ever achieved and that is what the public gets to see, though these features are just as important behind the scenes.

There is a reason why we have always been so vocally critical of the idea of baking assets (pre-generating the results of things like lighting calculations) and shipping them as immutable monoliths of data in the games package files, rather than generating as much as possible on the fly: everything that you pre-calculate is something that you are stuck with. Not “stuck with” in the sense that if it is wrong it can’t be fixed (everyone loves a 50GB patch after all) but “stuck” in a much more limiting sense – that any part of your game, any object in the scene that relies on baked assets will be static and unchanging. You won’t be able to change the way it is lit so you have to be overly cautious with decisions about how the player can affect dynamic lights (you won’t be able to move it, so you disable physics on as much as possible), and the player can’t interact with it in interesting ways, so you pass that problem onto UX design.

The more you have to rely on baked assets for your scenes, the more you restrict your game design options, and the more you take the risk that your environments will feel rigid and lifeless. Perhaps, the biggest advantage that Ray Tracing brings is that it gives game developers a huge boost in the direction of worlds that are truly, fully dynamic, with no dependencies on pre-computed assets whatsoever. There are still similar examples where such problems need to be solved, but lighting was one of the biggest and most all-encompassing examples of the lot and Ray Tracing solves it.

It doesn’t just come down to what you end up shipping either. Game development is by its very nature an iterative process. You need to have some plan for where you want to take a project from the start, or course, but once you begin working on assets and developing features you always test them as part of the larger context of the game, and more often than not this leads to tweaks, refinements, and balancing. Even that might not be the end of it, other features can come along changing the experience and myriad different ways leading to yet more alterations and adjustments. For this process to work developers need an environment to work in that is intuitive, responsive, and as close a representation of the main game as possible. Our editor has always run basically the same simulation as the final game, but technological advancements seen in this generation streamlined the process significantly. Testing environments are quicker to set up with fewer dependencies on assets or on the work of other departments. Changes in visual design are visible (in their final form) immediately. The physical simulation on the whole feels more like a sandbox in which ideas can be tested and iterated upon. This makes for a more comfortable and fluent development experience, more conducive to creativity and experimentation.

The true effects of all this will take longer to be realized. The boundaries of what you can (and can’t) do in a video game have been shifted and design practices will take a while to feel them out and to fill them. But ultimately, what we see is the promise of more dynamic and engaging game worlds, with fewer limitations, which can be developed in faster and more intuitive ways. On the player side, all that translates to hopefully more content without the usual associated spiraling development cost, and to richer, more believable game experiences.
 

Unite 2022 recap: DirectX 12, Ray tracing on Xbox, and more


This evolution also means that Unity will be moving DirectX ray tracing out of Preview next year.

We've already seen some fantastic games with DX12, and now you'll be able to implement these advanced graphics features. During the keynote, the team shared a new look at their flagship demo Enemies, this time built using DirectX 12 to and running on Xbox Series X. The demo featured everything from ray traced reflections to dynamic lighting, so be sure to check it out (beginning at the 1:01:06 mark) during the full Unite 2022 keynote below.

That's the same level of performance and graphic fidelity that the Unity team had previous shown running on high-spec PCs, including the ray traced effects that will be available for Xbox in the coming Tech Stream. All of this is great news if you're targeting high-end devices for your game.

 
It's a shame they didn't RT lighting, shadows to uncharted, it looks great but so many areas just looked too cartoony and nothing felt grounded/apart of the world.
 
Pretty cool this:

From Alex/DF:

Checking out Unreal Engine 5.1 and I really love the new hardware raytracing transparency for PC. The "hit lighting" too can really change the visuals in direct light. Hardware lumen is looking really great at the moment, though I think "epic" needs to be renamed to "high"

DmcqDsP.jpg

Also here is the difference from "hit lighting" at its highest (which seems to cast shadow rays) vs. the various presets just using the "surface cache"

Uh093yR.jpg


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Latest Vulkan 1.3.233 Release Adds Several NVIDIA Extensions Including More Control Over Ray Tracing



Decompression for memory-to-memory is the most minimal addition to the newest API integration and allows for more efficient decompressing between graphics memory. Ray tracing invocation will allow more control of Vulkan ray-tracing, offering more efficient sorting between information. Finally, the copy memory indirectly executes copies within memory and imaging sections using indirect instruction sets. This process is done by a device reading indirectly from a buffer while the procedure is active. This action speeds up command buffer creation periods, especially when the system does not know the details.

NVIDIA also sees the introduction of NVK, an open-source driver within Mesa specifically for NVIDIA. It is so far implemented for architectures ranging as far back as Turing to newer graphics sets. You can find the development information here.
 
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Not nvidia/rtx related but seems like every mobile will be ray tracing capable soon too :p :cool: :D Another one joining:

MediaTek's latest Dimensity chip supports WiFi 7 and ray tracing


The largest speedups come with graphics. The Dimensity 9200 is one of the first chips to use ARM's new Immortalis-G715 GPU, bringing hardware ray tracing, three times the triangle throughput and greater efficiency. It's up to 32 percent faster than the GPU in the Dimensity 9000 while using 41 percent less power, MediaTek says.
 
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