Current Generation Games Analysis Technical Discussion [2023] [XBSX|S, PS5, PC]

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I remember the footage around the Turing launch window of this game. I suspect now that footage was fake and was created entirely for marketing.
 
I remember the footage around the Turing launch window of this game. I suspect now that footage was fake and was created entirely for marketing.
There is a demo you can download of the game running with RT on vs off, so no it's not fake. I suspect the reason RT is not active now is that they have scrapped their original RT vision (shadows, caustics and reflections) for an entirely new one when they expanded the game to be more open.

 
If that demo is the source of the footage I’m thinking of I suspect it had little to no relation to the actual game in development.
 
I guess I was right, they were planning on adding RTGI to the mix.

Lastly, in our fourth interview released in early January, we inquired about the RTX Direct Illumination feature. Bagratuni said it wouldn't be available at launch.
Not yet, but we are working closely with NVIDIA to make this happen in the future with one of the game updates.

They seem to have pulled RT at the last minute from the launch build, probably to polish it more.

The reviewer guide provided by NVIDIA also mentions an 'RT Ultra' preset that doesn't exist in the build I checked out, again pointing to a recent decision to remove the ray traced features from the game.

 
getting RT working in game in some scenes in a test branch =/= getting quality RT across the whole game with all of your content. Smaller developers usually have less experience with the risks and optics associatd with showing something early.
 
If they have indeed pulled the RT temporarily because it wasn't quite ready then I think that's a great choice. Far better to have a really slick launch as they seemingly have without RT, then launch it later (not too much later) when it's ready, than have a Returnal or Dead Space type situation where the game runs fine without RT but is generally seen as having issues because it stutters with RT engaged.
 
If they have indeed pulled the RT temporarily because it wasn't quite ready then I think that's a great choice. Far better to have a really slick launch as they seemingly have without RT, then launch it later (not too much later) when it's ready, than have a Returnal or Dead Space type situation where the game runs fine without RT but is generally seen as having issues because it stutters with RT engaged.
It's one way to side step potential performance drama at release. I wonder if we will see more of this going forward, as someone who likes RT and generally uses it if what i'm playing supports it this kinda frustrates me but at the same time I don't miss the release being full of people who don't even intend to turn on RT bitching about it's performance cost/problems.
 
It's one way to side step potential performance drama at release. I wonder if we will see more of this going forward, as someone who likes RT and generally uses it if what i'm playing supports it this kinda frustrates me but at the same time I don't miss the release being full of people who don't even intend to turn on RT bitching about it's performance cost/problems.
Yea I think it was a smart idea in this case.

If I recall correctly, UE4 has issues with pre-compiling RT shaders as there's no way to capture RT PSOs. I think for a developer to pre-compile RT shaders they would actually have to build a level including them and actually run it. They may have focused on ensuring that the non-RT mode was as optimized and cached as much as possible for release, before moving on to RT for the future by taking time to properly make a way to pre-compile those RT shaders.

The discourse surrounding the launch performance would have been very different if they had included the RT mode and it was a stutterfest. Instead we got a well optimized, smooth, basically stutter-free UE4 game and the discourse has been about how good it performs. Much better situation for everyone.

If the RT mode releases in the future, and stutters, then the developer will at least have reaped some of the benefit of having a well performing game at launch, and players will just turn off the RT mode and play without it. If they release the RT mode and it works without stutters... then that will give the game another uplift of positive word of mouth.

Also, I believe UE5.1 allows developers to capture RT and Niagara PSO data and compile beforehand if I'm not mistaken.. which I think is a pretty big deal.
 
The discourse surrounding the launch performance would have been very different if they had included the RT mode and it was a stutterfest. Instead we got a well optimized, smooth, basically stutter-free UE4 game and the discourse has been about how good it performs. Much better situation for everyone.
Even if annoys people like me having to wait, I agree that this is a better way to release the game if RT is going to have issues or come in under cooked.

I didn't know the RT shaders in UE4 had those pre-compile issues, that explains a few things.
 
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I remember it well, things moved so quickly back then.

And I know people complain about the performance drop with ray tracing but back when HDR lighting first started appearing in games the performance drop from turning it on was just as brutal as ray tracing is now :runaway:


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In Minecraft RTX the 3090 is 2,08x faster than the 2080TI: https://www.comptoir-hardware.com/a...3026-test-amd-radeon-rx-6900-xt.html?start=15
4090 is 1,77x faster than the 3090: https://www.comptoir-hardware.com/a...732-test-nvidia-geforce-rtx-4090.html?start=8

That is ~3,7x faster without SER.

So you pick an exception and not the rule to prove your point?

Shall I now now show a game that shows 2x scaling to prove my point?

On average, it's ~3x faster.

Some games will be higher and some games will be lower.
 
Cherrypicking would have been Portal RTX...
And it doesnt make sense to use outdated rasterizing games in which the API and the engine is limiting a 4090. Pathtracing is a much better indicator for performance progression.
 
Cherrypicking would have been Portal RTX...
And it doesnt make sense to use outdated rasterizing games in which the API and the engine is limiting a 4090. Pathtracing is a much better indicator for performance progression.

Your original reply didn't state that.

You said ray tracing is 4x faster, which it isn't.

Now you say you're talking about path tracing?

Make your mind up.
 
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