Metro Exodus Enhanced Edition does. It's not a new game, it's the same game as Metro Exodus which doesn't.As Metro Exodus Enhanced Edition does...
Metro Exodus Enhanced Edition does. It's not a new game, it's the same game as Metro Exodus which doesn't.As Metro Exodus Enhanced Edition does...
The game is supposedly using UE5? Then there's that option at least.
But this just highlights that we're nearing the end of crossgen period, and many games are starting to look at RT as a baseline h/w feature. Which means that there will definitely be games which will require RT h/w soon.
That's unless the games will start requiring DX12U for other things besides RT though. Which can happen just as easily considering what we have as feature sets in consoles.It’s been a really long time since we’ve had PC games that wouldn’t run on old hardware. Good point on UE5. Pascal supports Nanite and SW Lumen just fine so I’ll be surprised if those users are left out in the cold.
Speaking of RTXGI, I've been experimenting with it a bit. As a word of caution, I'm not a dev so take these results with a grain of salt.
It's really good. You can achieve results that look close to the Epic Lumen GI settings at first glance and performs much faster (52 fps to 72 fps in my project) You can adjust the intensity of the RTXGI lighting in a way that it looks close to Epic Lumen settings without losing performance.
Still, it's pretty clear Lumen has higher quality, it covers more detail and shades even tiny stuff. But yeah the average user will likely not notice, RTXGI is a great alternative when you want to build high performance games.
When you compare RTXGI to Lumen's high settings though, the performance difference starts to get a bit less. Lumen has still higher precision I'd say, but the overall scene gets darker than both RTXGI at my settings and Epic Lumen.
Keep in mind this scene is just a small room, I have no idea how RTXGI handles open worlds with massive draw distance.
But there's a huge caveat with RTXGI: it doesn't handle reflections. You can see in my project I am using SSR with RTXGI. With Lumen however, even on high, you get off screen reflections without any hit to performance compared to SSR. So that's a huge bonus for Lumen.
If you'd enable RTXGI+RT reflections it will run much slower than Lumen. So Lumen at high settings probably offers the best performance/visual ratio. For most gamers though SSR are fine and with RTXGI you can achieve high quality lighting with great performance.
In short, I'm pretty impressed by RTXGI and I hope devs will use it !
That's unless the games will start requiring DX12U for other things besides RT though. Which can happen just as easily considering what we have as feature sets in consoles.
Speaking of RTXGI, I've been experimenting with it a bit. As a word of caution, I'm not a dev so take these results with a grain of salt.
It's really good. You can achieve results that look close to the Epic Lumen GI settings at first glance and performs much faster (52 fps to 72 fps in my project) You can adjust the intensity of the RTXGI lighting in a way that it looks close to Epic Lumen settings without losing performance.
Still, it's pretty clear Lumen has higher quality, it covers more detail and shades even tiny stuff. But yeah the average user will likely not notice, RTXGI is a great alternative when you want to build high performance games.
When you compare RTXGI to Lumen's high settings though, the performance difference starts to get a bit less. Lumen has still higher precision I'd say, but the overall scene gets darker than both RTXGI at my settings and Epic Lumen.
Keep in mind this scene is just a small room, I have no idea how RTXGI handles open worlds with massive draw distance.
But there's a huge caveat with RTXGI: it doesn't handle reflections. You can see in my project I am using SSR with RTXGI. With Lumen however, even on high, you get off screen reflections without any hit to performance compared to SSR. So that's a huge bonus for Lumen.
If you'd enable RTXGI+RT reflections it will run much slower than Lumen. So Lumen at high settings probably offers the best performance/visual ratio. For most gamers though SSR are fine and with RTXGI you can achieve high quality lighting with great performance.
In short, I'm pretty impressed by RTXGI and I hope devs will use it !
With the Hitman 3 Demo you can play Hitman 1 and 2 missions through it. Two more games with Raytracing and DLSS.
The visual latency of Lumen is also a reason why I will not be using it in my project. It's too distracting. I'm currently using RTXGI with RT Reflections and I don't see that changing any time soon.
Double check IMO If those are really RT -a number of Windows in Hitman 2 are actually still RTTFunny you should say that as I was just playing through them last night (the full game though).
Here are some screens I took last night where RT reflections with no DLSS and RT reflections with DLSS can be directly compared.
Hitman 3 RT Reflections: 1080p (no DLSS) vs 4K DLSS Quality (1080p input resolution):
Hitman 3 RT Reflections: 4k (no DLSS) vs 4k DLSS Quality (1080p input resolution):
Source images:
1080p (no DLSS)
4k (no DLSS)
4K DLSS Quality (1080p input resolution)
The 1080p reflections are clearly upscaled to 4k in this example, with the stair-stepping around 47's head being nearly identical to the pre-DLSS 4k image.
Interesting. Does RTX GI update every probe each frame? I thought it also had a few frames latency.
Double check IMO If those are really RT -a number of Windows in Hitman 2 are actually still RTT
Nice. Hopefully in the next console generation settings menu “Raytraced Reflections Quality” is just “Reflections Quality”.Apparently there are some screenshots floating around showing Sackboy and Returnal getting raytracing support when being ported to PC
Tomasz Stochastic said:After 7 months of tinkering, I've finally pushed a major update to my toy rustlang Vulkan renderer `kajiya`.
A new dynamic global illumination system using lots of ReSTIR brings larger scenes, quicker response, and less noise.
Juicy tech details: https://github.com/EmbarkStudios/kajiya/blob/main/docs/gi-overview.md
Interesting video:
As you can see in the trailer above, Warhammer 40,000: Darktide is a stunningly-rendered game. But if you have a GeForce RTX graphics card, desktop or laptop, you can take those visuals to new heights with the addition of ray-traced reflections, and amazing RTX Global Illumination (RTXGI) effects.