Depends on resolution, I'd call under 5% difference on all resolutions "about matching" RTX 2070Looks closer to a GTX 2060.
Depends on resolution, I'd call under 5% difference on all resolutions "about matching" RTX 2070Looks closer to a GTX 2060.
Kind of, there are caveats I think if there is any alpha tested geo in the reflections (particles, explosions, leaves)You forgot the Medium DXR settings in BF5 where GTX 1080 Ti about matches RTX 2070
Perfect mirror reflections (Medium preset in BF V) work fast because rays are coherent, hence a SIMD can process a bunch of rays at the same time (for Frustum-Traced hard shadows, it was something like 5*10^9 rays/sec on TitanXP), with higher material roughness, rays will diverge and follow different paths quickly, this hits SW RT performance badly (performance in Metro Exodus, where all rays are incoherent, is a good indicator of this).You forgot the Medium DXR settings in BF5 where GTX 1080 Ti about matches RTX 2070
Sure it's the right one? I tried it too bot noticed the PT mod is not free, only another version with various other features.BTW, tried SEUS minecraft mod today
I think the real differentiator will be area lights firstly
Nice paper.I'd like to see this method for area lights in games.
On the topic of area lights ... since games have already implemented irregular Z-buffering, I'd like to see this method for area lights in games. It's a brilliant way to do almost exact shadows for a large number of point lights approximation of an area light and just like irregular Z-buffering I think hardware has caught up to the point where it has started to make sense (maybe not with the 128 point light approximation they used, you could use 32 but vary their position per pixel for a bit of dither).
I don't think raytracing will be able to compete with this, even with the lack of on the fly BVH occlusion culling for rasterization (purely an API issue, not fundamental).
Since on topic of SLI; can they do SLI for RTX cards doing RT?Two "1080Ti"s in SLI (hammered to a 100% utilization each), couldn't approach half the performance of a single 2080Ti in most scenes with RTX on in Shadow Of Tomb Raider.
In summary:
SSGI methods certainly will become more common in future, hopefully many of them will be backed up by proper scene data like in Metro.Wasn't sure where to post this, interesting though. Using Re-shade with a new screen-spaced path traced global illumination.
But can it run Crysis... path-traced?