GPU Ray Tracing Performance Comparisons [2021-2022]

So you're saying that it makes no difference?
No, I'm not. There obviously and objectively is a difference.
That particular scene does look terrible I agree. But in the main video there are some really impressive looking scenes. The early example of the church is seriously impressive IMO.
Also the Matrix has spolied everything now in terms of expectations.
The church scene looks a lot less bleak, sure. But it suffers from less-than-impressive assets as well, from what I've seen in the video.
So, no real time GI at all? The voxel GI is an afterthought, too...
I don't understand what you mean by no real time GI at all.
 
The church scene looks a lot less bleak, sure. But it suffers from less-than-impressive assets as well, from what I've seen in the video.
What does RT has to do with assets or - dare I even say it - art direction?

The takes on how RT in general sucks because a game which is using it wasn't made by Rockstar or Naughty Dog with a 1B USD budget are getting really tiresome.
 
That particular scene does look terrible I agree. But in the main video there are some really impressive looking scenes. The early example of the church is seriously impressive IMO.

Also the Matrix has spolied everything now in terms of expectations.

Yeah Alex could’ve picked a better picture for the tweet. The bus in particular looks terrible.

The actual video is much more impressive but the low fidelity of the 3D assets is still obvious underneath all of the amazing lighting.
 
What does RT has to do with assets or - dare I even say it - art direction?

The takes on how RT in general sucks because a game which is using it wasn't made by Rockstar or Naughty Dog with a 1B USD budget are getting really tiresome.
Hm, now you're telling me things I did not even say in the first place. Maybe take a step back and re-read what I wrote: That RT(GI) looks good.
 
Speaking of Rockstar -

With the GTAV community stronger than ever, Grand Theft Auto V and Grand Theft Auto Online will come to the PlayStation 5 and Xbox Series X|S platforms this coming March 15, bringing the blockbuster open-world experience to players on the latest hardware. We sincerely appreciate the entire community’s support over the years as the game now heads into an unprecedented third console generation.

Grand Theft Auto V and GTA Online for PlayStation 5 and Xbox Series X|S features new graphics modes with up to 4K resolution, up to 60 frames per second, texture and draw distance upgrades, HDR options and ray-tracing, as well as offering the technical advancements of the latest console generation with faster loading times, immersive 3D audio, platform-specific features like advanced haptic feedback, and much more.

Not sure what this would mean for the PC version exactly however, but we may get another data point in a month or so.

With every new project we embark on, our goal is always to significantly move beyond what we have previously delivered — and we are pleased to confirm that active development for the next entry in the Grand Theft Auto series is well underway. We look forward to sharing more as soon as we are ready, so please stay tuned to the Rockstar Newswire for official details.

Presumably given the above I'm guessing GTV VI would likely also have ray tracing support.

https://www.rockstargames.com/newswire/article/ak73k92o47ko75/grand-theft-auto-community-update
 
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I'd guess that a PS3 generation game could recieve ray tracing and alot of other features yes. Its nice and all, but where is GTA6 :p
 
Hm, now you're telling me things I did not even say in the first place. Maybe take a step back and re-read what I wrote: That RT(GI) looks good.
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What I wrote: RT(GI) looks good in this game. Other visuals are not really able to support the lighting in a way that the graphics look very good (in a homogeneous way).

edit: Ah, I wasn't catching the meme-ness of this. See below.
 
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Can anyone test the performance hit of RTGI vs shadows and AO on an AMD GPU? If the performance drop is similar as on Nvidia I really wonder why Techland didn't opt for the GI on consoles.
 
In it's own way the image on the left seems more plausible because it attempts to depict indirect diffuse lighting ...
I think it may be a problem with games that don't use some accumulated form of bounce lighting over multiple frames, like the RT-only Metro Exodus does. Without enough bounces you get that crushed areas without indirect lighting look.
 
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