RTXDI has already been available for months in UE 5.1 through Nvidias NvRTX branch. Then again CDPR's UE5 based games are probably a long way from release still so who knows, maybe Lumen or other methods develop into something more appealing than what Nvidia has to offer.I hope these adventures in RT on the old engine are transferable to their UE5 development otherwise I don’t see the point. They’ve already far surpassed what Lumen is capable of.
Perhaps 4k native shifts some of the bottlenecks away from ray calculation and more towards areas like bandwidth where AMD wont fare as poorly.I noticed a very interesting thing in Cyberpunk path tracing, upscaling extends NVIDIA's lead even further than native resolution.
So for example here, at native 4K, the 3090Ti is 50% faster than 7900XTX, but the 3090Ti with DLSS Q runs 2x times faster than 7900XTX with FSR Q. This repeats again across all resolutions, and happens with the 40 series as well. The 4090 is 2.8x times faster than 7900XTX at native 4K, then using DLSS Q it becomes 4x times faster vs 7900XTX FSR Q.
I am curious if the difference is coming from DLSS or something else, I hope someone gets to test NVIDIA GPUs with FSR to see if it makes a difference or not.
Test wydajności Cyberpunk 2077 Patch 1.62 RT Overdrive - Wyszedł path, będzie płacz... chyba że masz GeForce RTX 4000 | PurePC.pl
Test wydajności Cyberpunk 2077 Patch 1.62 RT Overdrive - Wyszedł path, będzie płacz... chyba że masz GeForce RTX 4000 (strona 12) Test wydajności Cyberpunk 2077 Patch 1.62 w trybie RT Overdrive. Jakie wymagania sprzętowe ma path tracing? Czy potrzeba GeForce RTX 4090?www.purepc.pl
I thought so, but it happens with 1440p and 1080p too.Perhaps 4k native
I noticed a very interesting thing in Cyberpunk path tracing, upscaling extends NVIDIA's lead even further than native resolution.
So for example here, at native 4K, the 3090Ti is 50% faster than 7900XTX, but the 3090Ti with DLSS Q runs 2x times faster than 7900XTX with FSR Q. This repeats again across all resolutions, and happens with the 40 series as well. The 4090 is 2.8x times faster than 7900XTX at native 4K, then using DLSS Q it becomes 4x times faster vs 7900XTX FSR Q.
I am curious if the difference is coming from DLSS or something else, I hope someone gets to test NVIDIA GPUs with FSR to see if it makes a difference or not.
Test wydajności Cyberpunk 2077 Patch 1.62 RT Overdrive - Wyszedł path, będzie płacz... chyba że masz GeForce RTX 4000 | PurePC.pl
Test wydajności Cyberpunk 2077 Patch 1.62 RT Overdrive - Wyszedł path, będzie płacz... chyba że masz GeForce RTX 4000 (strona 12) Test wydajności Cyberpunk 2077 Patch 1.62 w trybie RT Overdrive. Jakie wymagania sprzętowe ma path tracing? Czy potrzeba GeForce RTX 4090?www.purepc.pl
When the sun is at the highest point at noon: https://imgsli.com/MTcxMDQwThese Indoors places are just delightful with Pathtracing. I have never seen so much color and vibrance in any other game:
And this here is one of the worst cases for rasterizing: https://imgsli.com/MTY5NDc4
RTXDI has already been available for months in UE 5.1 through Nvidias NvRTX branch. Then again CDPR's UE5 based games are probably a long way from release still so who knows, maybe Lumen or other methods develop into something more appealing than what Nvidia has to offer.
seems its a double edged sword. making the assets looking faker than ever
seems its a double edged sword. making the assets looking faker than ever
seems its a double edged sword. making the assets looking faker than ever
I wonder how much of it is the assets having been with an eye to the old renderer and trying to make the best out of that. Perhaps just by being made with a better lighting model from the start, the assets of a game might end up more consistent.
I see it differently. Among Control, multiple Unreal Engine titles and some other games Cyberpunk 2077 has some of the best material shading for me. On the other hand I didn't like the material shading in Doom Eternal.seems its a double edged sword. making the assets looking faker than ever
Tried pathtracing last night on my overclocked Asus 3080Ti that can hold ~1840MHz reliably with all the fans at full tilt. It's also a 5950x at 5GHz, 64GB of B-die CL14 DDR4 at 3800 1:1, and a pair of Sammy 980Pro NVMe drives.
Holy hell does it hammer framerate.
Normally I run all RT features enabled and the psycho preset, with all the other adjustable features cranked to the hilt. Raster is 2560x1440 with DLSS Quality and vsync enabled on my 60Hz Dell 2711. I do manually disable some minor stuff like chromatic abberation and motion blur and lens flare because I'm not a fan of those features... This gives me a benchmark result of 59.xx FPS with a minimum framerate recorded in the high 40's.
Then I turned on the pathtracing function, left everything else the way it was, and re-ran the benchmark. Ouch! Came out with something in the low 30's FPS range... Flipped DLSS setting to performance, retried the benchmark, and got into the low 40's FPS range with minimums still in the teens. Actual playability was pretty poor; the minimum framerates really do rear their ugly head pretty often.
I'll be staying away from the pathtracing option until I decide to spend another grand on a different video card.