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

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The RT in Eternal is a joke, no idea why people are so gung ho about it when there are infinitely better examples of the tech if you want to push it forward (such as WD:L, particularly after it rains). It's very clear the game was authored without it in mind so that's nothing against it, it's just tacked on and therefore mostly a waste (though there's performance to spare, so no biggie). For every scene you want to show where it makes a difference I can pick you 10 where it won't, never mind counting it in motion, then you'll definitely be lost.
 
The RT in Eternal is a joke, no idea why people are so gung ho about it when there are infinitely better examples of the tech if you want to push it forward (such as WD:L, particularly after it rains). It's very clear the game was authored without it in mind so that's nothing against it, it's just tacked on and therefore mostly a waste (though there's performance to spare, so no biggie). For every scene you want to show where it makes a difference I can pick you 10 where it won't, never mind counting it in motion, then you'll definitely be lost.
It was a freebie. Very nice to see particles included in reflections even if they are cheating. Watch the video to the end where Alex informs how to increase the number of reflective surfaces.
 
Ray tracing such a waste of time, I can't see any difference!!!!

gw05JIA.jpg

Q2YakQP.jpg

/s

:cry: :D

The RT in Eternal is a joke, no idea why people are so gung ho about it when there are infinitely better examples of the tech if you want to push it forward (such as WD:L, particularly after it rains). It's very clear the game was authored without it in mind so that's nothing against it, it's just tacked on and therefore mostly a waste (though there's performance to spare, so no biggie). For every scene you want to show where it makes a difference I can pick you 10 where it won't, never mind counting it in motion, then you'll definitely be lost.

Not sure how far you are in but the first initial stages/map are rather light and not that noticeable for the majority of the time given the lack of "reflective" surfaces but once you get a bit further in, you really start to notice it in the metal/glass like base.

Cyberpunk is still by far the best for reflections though imo
 
Ray tracing such a waste of time, I can't see any difference!!!!




/s

:cry: :D



Not sure how far you are in but the first initial stages/map are rather light and not that noticeable for the majority of the time given the lack of "reflective" surfaces but once you get a bit further in, you really start to notice it in the metal/glass like base.

Cyberpunk is still by far the best for reflections though imo

its rare thing that i agree with you but i also cant stand the cyberpunk rt hate as much as you tbh
 
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Not sure how far you are in but the first initial stages/map are rather light and not that noticeable for the majority of the time given the lack of "reflective" surfaces but once you get a bit further in, you really start to notice it in the metal/glass like base.

Cyberpunk is still by far the best for reflections though imo

As much as I love Cyberpunk, no, because the game still has serious issues with properly culling effects, so for reflections in particular as you drive around (also when it rains) in 3rd person view you can see rectangular sections of the screen (the roads) have the entire effect disappear, so it almost stutters in and out of existence, but it's not a problem with just SSR. It's even more obvious if you ever mod weather effects to be more common. Thinking about it now tho, not sure if it's an issue with AMD or from the extra FOV, guess I'll check later. Overall the RT in Cyberpunk is for sure the best, but for reflections alone WD:L still takes the cake.
 

A very good video that looks at real world scenarios and the pros/cons of dlss.

Also, some actual proof to back up the claims that people made about latency being higher with dlss on:

X22m5rZ.png

Would have been interesting to see the latency with lower fps range and the "overall" latency.

As Linus said though, the considerably higher fps far outweighs the extra 1ms of input lag.

As much as I love Cyberpunk, no, because the game still has serious issues with properly culling effects, so for reflections in particular as you drive around (also when it rains) in 3rd person view you can see rectangular sections of the screen (the roads) have the entire effect disappear, so it almost stutters in and out of existence, but it's not a problem with just SSR. It's even more obvious if you ever mod weather effects to be more common. Thinking about it now tho, not sure if it's an issue with AMD or from the extra FOV, guess I'll check later. Overall the RT in Cyberpunk is for sure the best, but for reflections alone WD:L still takes the cake.

Personally can't say I noticed any issues with reflections.

Not my video and pretty poor quality but still pretty cool nonetheless to show how much of a difference having ray traced reflections make in a game like that, even more impressive at night with all the neon lighting.

https://www.reddit.com/r/cyberpunkg...racing_in_this_game_is_amazing_an_example_of/
 
From digital foundry regarding Doom Eternal: DLSS performance mode (1080p internal) has superior image quality to the Xbox series x and ps5 which are running at an advertised 1800p. As such you can get superior performance and superior image quality than the Xbox/PS5 with just an RTX2060
 
From digital foundry regarding Doom Eternal: DLSS performance mode (1080p internal) has superior image quality to the Xbox series x and ps5 which are running at an advertised 1800p
i would like to see a moving image sharpness comparison. static image comparisons can skew these kinds of comparisons. dlss can make a image noticably sharper in slow movements/cutscenes/static scenes
 
From digital foundry regarding Doom Eternal: DLSS performance mode (1080p internal) has superior image quality to the Xbox series x and ps5 which are running at an advertised 1800p. As such you can get superior performance and superior image quality than the Xbox/PS5 with just an RTX2060

Yeah, looks like even the entry level (!) 30xx/6xxx series GPUs are going to be thrashing consoles this gen - when they're available at a sensible price anyway...

*Edit* and that (lack of) Anisotropic Filtering on the consoles... holy crap! :eek:
 
i would like to see a moving image sharpness comparison. static image comparisons can skew these kinds of comparisons. dlss can make a image noticably sharper in slow movements/cutscenes/static scenes

DF did cover that @ 12.40. Basically using the dlss 2.1 file, there is ghosting, with the 2.2.9 version, there is no ghosting.
 
DF did cover that @ 12.40. Basically using the dlss 2.1 file, there is ghosting, with the 2.2.9 version, there is no ghosting.
It is not about ghosting but the image reconstruction while you move. DLSS and other temporal upscalers can look pretty good when you stand still but the question is if they are that good while you move. DLSS won't have the same amount of data to play with, at least in theory.
As your buddy Alex said: "stills are not going to be the way to judge this, rather motion. Temporally accumulating to make a high res Image with no movement is old hat, even a basic checkerboard with no rejection over two frames does that. What happens when the screen moves is most important." :)
 
It is not about ghosting but the image reconstruction while you move. DLSS and other temporal upscalers can look pretty good when you stand still but the question is if they are that good while you move. DLSS won't have the same amount of data to play with, at least in theory.
As your buddy Alex said: "stills are not going to be the way to judge this, rather motion. Temporally accumulating to make a high res Image with no movement is old hat, even a basic checkerboard with no rejection over two frames does that. What happens when the screen moves is most important." :)

Maybe I missed a bit in the video but what exactly are you referring to here? Ghosting was the only con ever brought up in terms of motion with dlss on.

If you watch further, you will see him compare the motion/ghosting with different dlss versions.....

nQO6WQx.png

ARR8N7x.png


From having a read from people on various forums and reddit, those who have actually used the new dlss version in various games for themselves, it seems like the motion and ghosting issues is no longer an issue for those who originally hated dlss because of the ghosting/motion.
 
Maybe I missed a bit in the video but what exactly are you referring to here? Ghosting was the only con ever brought up in terms of motion with dlss on.

If you watch further, you will see him compare the motion/ghosting with different dlss versions.....
nQO6WQx.png

ARR8N7x.png

From having a read from people on various forums and reddit, those who have actually used the new dlss version in various games for themselves, it seems like the motion and ghosting issues is no longer an issue for those who originally hated dlss because of the ghosting/motion.
I wasn't talking about the video, i was talking about what oguzsoso said in his post. He was talking about IQ while in motion which means more than just ghosting. Is it as sharp as it is when you stand still? Is it as detailed as it is when you don't move? etc.
 
I wasn't talking about the video, i was talking about what oguzsoso said in his post. He was talking about IQ while in motion which means more than just ghosting. Is it as sharp as it is when you stand still? Is it as detailed as it is when you don't move? etc.
sadly the motion in df video is not the motion i talk about

cutscenes, things moving on the screen do not count. dlss can still handle them. or slow movements for that matter

what matters is when you move the camera around, move around, and see if dlss can keep or not. chances are it wont look "sharp" as native 1800p in movement. this, i'm sure of. but DF shills would never expose that


native 1800p should resolve detail in movement so much better
 
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Personally can't say I noticed any issues with reflections.

Not my video and pretty poor quality but still pretty cool nonetheless to show how much of a difference having ray traced reflections make in a game like that, even more impressive at night with all the neon lighting.

https://www.reddit.com/r/cyberpunkg...racing_in_this_game_is_amazing_an_example_of/

Saw the video before but it's not present there, logged in earlier but wasn't raining and I cba to mod weather back in to enable again. Not sure what causes the issue, that's why I think it's either AMD specific or due to FOV. You can sorta see what I mean here at 2:24 - 2:25 as he turns the corner but you'll have to slow it down to 0.25x (look at the road in front of the car). It's much more obvious in my experience but I don't have a recording.

https://youtu.be/4crx0BZ4_Mg?t=142

--------------------------------------------------

Tried out MinSmoothness 0 in Eternal today, looks much better than what ships with Vanilla. It does make a difference like that, but it's also a killer of performance, it stays <50 fps with a 6800 at 50% of 4K. Rough. Will have to re-play the game once I upgrade, but tbh I'm so bored with it, I much prefer 2016. The level Taras Nabad with RT on (tweaked) is absolutely gorgeous though, I really disliked the more urban drab levels. Particularly if you have HDR on as well. Overall tho it does get lost in the action 100%, so maybe not worth it anyway unless you want to take screenshots or videos of empty levels.
 
what matters is when you move the camera around, move around, and see if dlss can keep or not. chances are it wont look "sharp" as native 1800p in movement. this, i'm sure of. but DF shills would never expose that

Try it for yourself! I did - whilst testing the DLSS 2.2.9 DLL I ran Doom Eternal with VSync off, motion blur off, DLSS Quality and did some 180 whip-pans in a complex scene with multiple thin vertical teeth/spikes at different Z-depths whilst taking screengrabs - the image from the stills was pin-sharp. 2.2.6/9 is a huge improvement over 2.1.x - is it perfect? Probably not, but the margin of difference seems so small now as to be inconsequential.

This may change when using DLSS Performance (I'd be surprised if it didn't given the resolution drop) but I didn't test that so I can't really comment.
 
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