GPU Ray Tracing Performance Comparisons [2021] *spawn*

Discussion in 'Architecture and Products' started by DavidGraham, Mar 29, 2021.

  1. OlegSH

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    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.
     
  2. PSman1700

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    Still impressive title on pc, up there with the best. Heavy game though.
     
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  3. DegustatoR

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    Judging from what I've played post patch it became quite a bit heavier.
     
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  4. techuse

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    Was anything other than local RT shadows added?
     
  5. DegustatoR

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    As OlegSH said above, they've tweaked the roughness cutoff on some materials and added reflections (including the ones on glass) to them - mostly visible on cars.
    The notes also state that they support VRS now but there are no option for that in the settings so I wonder if it's always on?
     
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  6. OlegSH

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  7. neckthrough

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    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.
     
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  8. PSman1700

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    Not complaning about next generational gfx so far ;)
     
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  9. OlegSH

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    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for me it was striking that the game can look that good on still-camera shots (though we all know that assets are quite outdated in the game).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).

    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).
     
    #1430 OlegSH, Feb 17, 2022
    Last edited: Feb 17, 2022
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  10. PSman1700

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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.
     
  11. pjbliverpool

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    Guess...
    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.
     
  12. techuse

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    He used reshade for DOF and modified contrast/exposure and whatever else in some video editing software.
     
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  13. pjbliverpool

    pjbliverpool B3D Scallywag
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    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.
     
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  14. OlegSH

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    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.
     
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  15. techuse

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    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.
     
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  16. OlegSH

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    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."
     
  17. DegustatoR

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    https://www.computerbase.de/2022-02/cyberpunk-2077-patch-1.5-benchmark/
     
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  18. Davros

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    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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  19. DegustatoR

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    A new patch just added separate setting control for RT local shadows.
    Still nothing in settings on VRS though.
     
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