GPU Ray Tracing Performance Comparisons [2021-2022]

Also, smoothness textures were tweaked across the game. Almost all cars have mirror like reflections now as opposed to the rough reflections prior to the patch.
Some materials (asphalt for one) are completely redone. It seems the game has been heavily tweaked to increase RT's bang for the buck.

Still impressive title on pc, up there with the best. Heavy game though.
 
Thank you. I haven't seen the entire video but the lighting in some of those initial still-camera shots is insanely good. It's not just RTX, they seem to have nailed (a) the materials and (b) the tone mapping especially for the overcast conditions showcased in these shots. I suspect that with RT switched off the glowing-shadow crap is going to break the near-photorealistic illusion that the otherwise excellent lighting is creating.
 
I haven't seen the entire video but the lighting in some of those initial still-camera shots is insanely good
Yep, for me it was striking that the game can look that good on still-camera shots (though we all know that assets are quite outdated in the game).
imo it's way easier to achieve realism in motion since it's so hard to spot flaws when things move (except for animation).

they seem to have nailed (a) the materials
Not only that, but the game also has RT reflections on full range of roughness from 0 to 1 (the only other game with such reflections is CP2077). This adds specular occlusion / GI and a great deal of consistency to scenes.
Lack of the weird inconsistencies (lightleaks / RT-cubemaps transitions due to roughness threshold / etc) in presentation is what makes some scenes in DL2 so punchy.
Also, love the diffuse directional shadows from per pixel RTGI, this can be emulated to a certain extent with high res lightmaps (which require tons of video memory), but only for fixed time of the day and only for static and non deformable meshes (all artifacts such as shadows leaks have to be fixed manually and there will always be small objects that can't be captured with limited resolution of lightmap), or via voxel/SDF cone tracing with obvious flaws, such as shadow and light leaks (and again only for static and non deformable meshes).
 
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Imo, Cp2077 maxed settings and full RT quality dlss, approaching night city at night, with the fog rising/slight rain still takes the cake for the best looking game in a scene like that. Rift apart has some of that vibe aswell, but not quite as CP does.

Thing is that CP’s assets are a mixed bag aswell as some other things. Seems that we dont have an all-in game visually just yet.
 
That looks insane but not like any other RTX video's of DL2 I've seen. Looks like they've de-saturated the colours and maybe played around with the colour balance, probably using Freestyle. It's a good demonstration of how massively better looking certain games can look by tweaking those re-shade options.
He used reshade for DOF and modified contrast/exposure and whatever else in some video editing software.
 
That looks insane but not like any other RTX video's of DL2 I've seen.
The game features dynamic weather and it's sunny most of the time, so no wonder other videos don't look the same.
This video demonstates mostly overcast weather during midday and ambient GI lighting, not the usual direct ligting that is dominated by the sun.
It looks exactly the same in the game (probably he tweaked gamma a bit and adjusted colors slightly) and a bit of DOF love from reshade or whathever else simply hides not so well done distant stuff.
 
Is that confirmed by the author? It's certainly one possibility but you should be able to do something similar in real time using Freestyle/Re-Shade.
Ya he posted in the comments. He said he's not sure if he could do something equivalent in reshade but who knows. I agree that the video looks much better than the footage I've seen but i can't say how much of it is down to whatever editing he did as opposed to the overcast TOD/DOF hiding weak assets as Oleg says.
 
i can't say how much of it is down to whatever editing he did as opposed to the overcast TOD/DOF hiding weak assets as Oleg says.
He obviously didn't draw manually all the indirect shadows, specular occlusion and other stuff that makes scenes with indirect lighting so realistic.
The only thing he can do with editing is to highlight the RT stuff, not to draw it manually. Besides, he explicitly stated in comments that he did minimal editing: "ReShade for DoF only. Grain was added in post. Slight exposure/contrast adjustments for some clips."
 
With Patch 1.5 everything will be even slower
Although ComputerBase has no direct comparison values available, ray tracing has become a good bit slower in Cyberpunk 2077 with the new update. That's not surprising either, because the RT shadows from artificial light sources and the better reflections don't come for nothing. And apparently CD Projekt didn't further improve the actual RT performance. Comparing the performance costs of ray tracing in the test scene, which plays at night and therefore uses the extended RT shadows, this becomes clear. With the old version 1.31, RT on "Medium" cost the GeForce RTX 3080 38 percent in Full HD and 39 percent in WQHD, with patch 1.5 it's suddenly 42 and 44 percent. This directly equalizes the increased performance of the game or even pushes it down even further. Despite the increased frame rate, Cyberpunk 2077 runs even slower than before with ray tracing enabled with patch 1.5. Instead of 65 FPS in the old tests, the new ones only show 60 FPS.
https://www.computerbase.de/2022-02/cyberpunk-2077-patch-1.5-benchmark/
 
RainStyle Games has released a new Ray Tracing trailer for its upcoming sci-fi survival horror game, On Air. According to NVIDIA, On Air will feature ray-traced reflections and shadows, and will also support the DLSS tech. In On Air, you will explore every corner of a gloomy old hotel Algol, alive with ominous creatures. Moreover, you’ll need to unravel all the puzzles of this hotel and its inhabitants. RainStyle Games aims to release On Air on December 27th, 2022.
 
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