Soldato
- Joined
- 8 Jun 2018
- Posts
- 2,827
I was wondering why it didn't show up in the rdna thread...thx!Why are you posting non Ray Tracing benchmarks in the RTX thread?
LOL
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I was wondering why it didn't show up in the rdna thread...thx!Why are you posting non Ray Tracing benchmarks in the RTX thread?
I wish I shared your optimism, but as we've seen with UE4's 'stutter struggle', it's not so much that quality ports and PC-centric features *can't* be done, more a factor of them being so far down the list of priorities of developers (and especially publishers) as to be afterthoughts. We've just recently had Sackboy being released in a thoroughly broken state (supposedly now fixed) and even though DLSS/FSR 2.x support is improving it's still far from ubiquitous. Unless nvidia is directly contributing to development costs, for the most part we get the scraps we're given (and that includes RT which has been great in some titles and thoroughly underwhelming in others).
There's an intriguing feature for mobile gamers: Qualcomm says there will be real-time hardware-accelerated ray tracing, which should improve the visuals on supported games. The company claims the latest Adreno GPU and Kyro CPU deliver over 25 percent faster performance and 40 percent more power efficiency than the Gen 1 chip. Qualcomm adds that it will offer the first mobile-optimized support for the Unreal Engine 5 Metahumans Framework, claiming that this will let players "experience photorealistic human characters in their games."
She spoke in greater depth about the results Oppo is already seeing with its sustained ray tracing performance tests on 8 Gen 2, which compared to its previous software-only ray tracing, is reportedly five times more efficient while placing 90% less workload on the CPU.
The company's history with ray tracing on mobile has actually led them to create an open source mobile ray tracing developer kit – named the PhysRay SDK – that should help developers with aspects like software and hardware compatibility and optimisation for ray tracing between difference device configurations.
NVIDIA DLSS 3 Momentum Continues: Need for Speed Unbound, Destroy All Humans! 2 - Reprobed, WRC - Generations, Warhammer 40,000: Darktide & More Available This Month
Plus, DLSS 2 enhances even more games, including Forza Horizon 5, and DLAA heads to Monster Hunter Rise.www.nvidia.com
Spiderman miles morale benchmark figures here:
View attachment 7Kj3ZNp.png
3080 should do alright with dlss quality at 3440x1440
12900k is probably bottlenecking the 40xx gpus big time there.
Who TF games on mobiles?And that's that then.... every major mobile chipset maker is now onboard with hardware accelerated RT and embracing it
Qualcomm's Snapdragon 8 Gen 2 chip offers hardware-accelerated ray tracing
Oppo showcases mobile gaming with ray tracing on the new Snapdragon 8 Gen 2
Mediatek videos too:
Crazy but barely any visual different between graphical settings.
Sadly still no RT yet but game looks lovely as is.
and whys mobile games in a pc graphics card sectionWho TF games on mobiles?
and whys mobile games in a pc graphics card section
Who TF games on mobiles?
I will be now!
But main reason for posting is because it's to do with ray tracing (largely what this thread has become) and this just cements even further that RT is not a "gimmick" nor a "nvidia" thing like many think
TBF, thread should be renamed to:
The Ray tracing thread
Most of the posts are to do with ray tracing and little else with "RTX" specific items, dlss etc. is pretty much standard in all games now so not really ground breaking news when a game gets announced with dlss support.
+1 to this idea.Shall we change it from RTX to RT, makes it vendor neutral then.
Shall we change it from RTX to RT, makes it vendor neutral then.
That said, maybe @Kaapstad can chime in. As the OP may need some updating.
If people can make some suggestions for what they think should go in the OP, I can add them.