RTX, is RTX on and DLSS on, correct med if i am wrong.
https://arstechnica.com/gaming/2019...ctx-raytracing-to-geforce-10-16-series-cards/Nvidia says that Turing and Pascal cards will take two to three times longer, respectively, to render each frame than a Turing RTX card. This difference is particularly acute on Pascal cards. In Turing, the 32-bit integer workload used for raytracing can run concurrently with the 32-bit floating-point workload used for other graphical tasks. That's not the case on Pascal, where the workloads will have to be run consecutively.
That raytracing can be performed on these older chips isn't a big surprise. During DXR's development, Microsoft used a compute-shader-based raytracing algorithm, so clearly the dedicated hardware isn't necessary. However, the substantial performance difference shows that the dedicated hardware is going to be important, at least for now.
GDC 2019 Q2VKPT presentation:
The graph is misleading, rtx number applies to a DLSS scaled-up resolution.Tomb Raider runs very well even on an RTX 2060 @1440p. DLSS handles IQ well too.
https://www.techpowerup.com/reviews/NVIDIA/Shadow_of_the_Tomb_Raider_RTX_DLSS/4.html
CheckWhat we need ray traced shadows to do is this:
-Add percentage closer filtering/contact hardening/ to shadows (guaranteed)
Check-Increase shadow resolution and force small geometry to cast shadows (guaranteed)
Check, 90% successful, some flickering is noticed every now and then.-Fix shadows flickering (not 100% guaranteed)
partially checked, several small lights still don't cast shadows.-Make every point or small light cast shadows (announced but not guaranteed on every light)
Check-Fix the flash light shadows to include every 3d object (not 100% guaranteed?
Not checked, none of them cast shadows, which is a missed opportunity, and disappointing to say the least.-Force every dynamic light (fire effects, explosions, flares, gun muzzle flashes) to cast shadows (not 100% guaranteed)
It's possible any performance degradation might be due to lack of sufficient RT cores. The move to 7nm should increase the effectiveness of RT cores, but wonder if adding additional RT cores is feasible.The graph is misleading, rtx number applies to a DLSS scaled-up resolution.
Real impact from RT is more apparent.
I was worried about this when I first heard about DLSS.
https://www.guru3d.com/articles-pag...-graphics-performance-benchmark-review,8.htmlOnce we move towards Ultra HD, we can see that the DLSS + RTX Ultra performance effect is much smaller. This is an indication that RTX does not have enough RT cores to keep up with the shader engine (which likes to go faster but is being held back by the RT cores much like what a CPU bottleneck does in a lower resolution opposed towards a high resolution).
Yes, the most important question.Do muzzleflashes cast shadows? That's the most important question.
And No muzzleflashes don't cast them sadly.
The Metro guys are remain the only devs commited to that feature...Yes, the most important question.
Could you guys make some arguments of why you want to see shadows from muzzle flashes? (or similar flashy 'fx' light sources)Not checked, none of them cast shadows, which is a missed opportunity, and disappointing to say the least.
Could you guys make some arguments of why you want to see shadows from muzzle flashes? (or similar flashy 'fx' light sources)
I hear this often but i fail to see how or when this could be important.
Why are results from the same people far lower than the OptiX 5 results?
Ultra high quality is not necessary. Somewhat wrong shadows > no shadows.Ah, thanks - i see it makes a lot of sense in the dark. (Never noticed myself - too busy with hating emissive materials that only cause bloom to the environment )
I don't know if denoising can work with such high frequency, or if noise would be just acceptable?
But likely the effect is equally important for enemies as it is for the players gun fire. And we want omnidirectional lights, so with shadow maps this is expensive.
Maybe a shadowed spotlight along the shot, plus a dimmed unshadowed point light could do the trick well enough.
Also pretty cool to see translucent shadows in the game, as I didn't see them before:
They simply shouldn't have used it for leaves, it looks wrong.Cool indeed, technologically speaking, but that execution is not very convincing.
Pretty sure in that scene there are plants near ground which cast those sharp shadows, so the RTX one is closer to the correct solution.Sometimes RTX makes it worse:
View attachment 2944
View attachment 2945
The shadows of the leaves are mixing sharp shadows with blured shadows for RTX Off. Which is nearer to real life than RTX On version.
View attachment 2946
Happily transparent leaves are only on with the Ultra setting, so use high to have proper shadows.Transparent shadows of leaves are not an improvement.
Pretty sure in that scene there are plants near ground which cast those sharp shadows, so the RTX one is closer to the correct solution.