The Complete List of PC Ray Traced Titles with Classification

The NTC demo looks interesting, the demo shows NTC doing a transcode to BCN with a small perf hit but good vram savings. Am I right in thinking this is so they can use nueral textures on games not natively supporting NTC? Someone in another thread told me this can't be done a few weeks ago so not sure i'm understanding that transcode mode if it's not for that.


edit: Probably should have linked this aswell for anyone wanting more info or have a compiler installed and are bored.
 
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The NTC demo looks interesting, the demo shows NTC doing a transcode to BCN with a small perf hit but good vram savings. Am I right in thinking this is so they can use nueral textures on games not natively supporting NTC? Someone in another thread told me this can't be done a few weeks ago so not sure i'm understanding that transcode mode if it's not for that.


I think the transcode mode is likely there for gpus that have lower inferencing performance
 
The NTC demo looks interesting, the demo shows NTC doing a transcode to BCN with a small perf hit but good vram savings. Am I right in thinking this is so they can use nueral textures on games not natively supporting NTC? Someone in another thread told me this can't be done a few weeks ago so not sure i'm understanding that transcode mode if it's not for that.

Yes, it's a backwards compatible method for GPUs that do not support CoopVec.
Also, any GPU that supports SM6.0 or higher can use inference-on-sample, but the performance impact will be significant.
Below is a demo running on Intel iGPU. (No CoopVec, left: inference, right: transcode)
333.jpg
 
Yes, it's a backwards compatible method for GPUs that do not support CoopVec.
Also, any GPU that supports SM6.0 or higher can use inference-on-sample, but the performance impact will be significant.
Below is a demo running on Intel iGPU. (No CoopVec, left: inference, right: transcode)
View attachment 13090

That's cool. Glad that it works for other gpu vendors. How does it run with the reference textures compared to NTC?
 
The trailer for the PC features of Assassin's Creed Shadows is out, featuring virtualized geometry combined with ray traced reflections and global illumination. The game enables the player to fully customize his base of operation brick by brick (hence why ray traced global illumination is on by default to provide the needed correct lighting to account for all the of the customization variables).

 
Looks like their foliage isn't part of the virtualized geometry. Tree trunks showed up in the cluster view, but all of the tree leaves and smaller branches were blacked out.
 
Intel is back! Woohoo!

Environment detail looks good. The material shading doesn't seem to be that great though, everything looks kinda samey.
 
Indiana Jones will get shadows from all light sources next week:
The rip roaring adventures of Indiana Jones are about to get even better thanks to an Indiana Jones and the Great Circle update coming next week that introduces DLSS 4 with Multi Frame Generation and DLSS Ray Reconstruction, updates DLSS Super Resolution and DLAA to use our new transformer-based AI model, and adds fully ray-traced shadows from all light sources.
 
Avowed launched with ray traced global illumination and reflections (Hardware Lumen) using UE5.


Edit: DigitalFoundry's analysis of Avowed's strong hardware lumen implementation.


Wuthering Waves also launching with ray traced reflections using UE4.


 
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If you disable ray tracing for Spider-Man 2 on PC, you get basically no reflections whatsoever. The game will either use ultra low res cubemaps for every surface, or no cubemaps at all (thus no reflections), there are no planar or screen space reflections of any kind. As such, ray tracing is almost mandatory in this game, while the game can run without it, it will look awful.

 
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