Rise of the Tomb Raider [PC]

http://steamcommunity.com/app/391220/discussions/0/405694115202867954/
[03-11-2016] PC Patch notes for patch 1.0.638.6 (Patch #5)
We have just released the fifth PC patch for Rise of the Tomb Raider, build 1.0.638.6. This patch adds support for two major new technology features into the game, and by doing so allows for both great new visuals, as well as improved performance on specific systems. For more information on how DX12 can improve your Rise of the Tomb Raider experience please check out our blog at http://tombraider.tumblr.com/post/140859222830/dev-blog-bringing-directx-12-to-rise-of-the-tomb

This patch will be applied by Steam automatically when you next start the game. If your game does not update, please restart the Steam client. If you are using the game on the Window 10 Store the update will be available in a few days and will automatically download when it becomes available. We will update this thread when the Windows 10 Store version is live.
  • Added support for DirectX 12
  • Adds NVIDIA VXAO Ambient Occlusion technology. This is the world’s most advanced real-time AO solution, specifically developed for NVIDIA Maxwell hardware. (Steam Only)
  • Added a new benchmark feature to allow easy comparison of performance on different systems, as well as at different graphics settings.
  • Fixed some HBAO+ and other Ambient Occlusion issues.
  • Fixed motion blur problems in Stereoscopic 3D mode.
  • A variety of other smaller optimizations, bug-fixes, and tweaks.
While we expect this patch to be an improvement for everyone, if you do have trouble with this patch and prefer to stay on the old version we made a Beta available on Steam, Build 629.1, that can be used to switch back to the previous version.

We will keep monitoring for feedback and will release further patches as it seems required. We always welcome your feedback!
 
New patch fixed VXAO

HBAO+
hbaoreqsv.jpg


VXAO
vxaojrqk5.jpg


Solid improvement! :yes:
 
Hopefully no major bugs on any supported graphics hardware. If so, major props to Nixxes! I'll still be turning off the HBAO even with the improved VXAO, however. Well, I will whenever it goes on a good enough sale on Steam for me to pick it up.

Probably won't ever play the game (like Tomb Raider 2013) but I'll buy it just because they implemented a free update to Dx12 that actually is more than a straight port. Similar to how I bought Tomb Raider 2013 just to reward them for putting in a platform agnostic hair system that works well on all hardware.

Regards,
SB
 
Getting more consistent frame pacing with Dx12 across the board. Too bad VXAO is only supported in Dx11 because Dx12 is pretty solid on my system (i5 3570k/970).
 
Is the goal now to simply provide the darkest gradient possible along any polygon to blot out half of the texturing?
 
Is the goal now to simply provide the darkest gradient possible along any polygon to blot out half of the texturing?
It's a GIF man, what do you mean by gradients with 256 colors available? It's not that dark during the game, essentially it's the menu screenshots that are dark + many people do love uber high contrast eye catching palette, ask NaughtyDog with their totally cartoonish U4 https://forum.beyond3d.com/threads/uncharted-4-a-thiefs-end-ps4.55119/page-123#post-1898261 :D
 
This is a big step into getting close to film quality path tracing. It's good to see Nvidia push the envelope even further. Too bad, it's going to be quite a few years before it's standard in every game.
 
This is a big step into getting close to film quality path tracing. It's good to see Nvidia push the envelope even further. Too bad, it's going to be quite a few years before it's standard in every game.

Yeah VXAO looks really good but costs too much to be implemented everywhere, average cost is around 15-20 frames per scene which isn't worth it (for RotTR at least). But i don't think this is the end all be all of implementations, RaD already showcased pretty respectable results with SGs and very close to a path traced result

3wvswq.jpg
14zseb.jpg
24js92.jpg

And they recently showcased the engine running at 60 fps on PC, looking forward to their next game on that engine :yep2:

Edit: Crytek's screen space directional occlusion and Epic's signed distance fields ambient occlusion are also two very capable techniques that produce very good looking results
 
Last edited:
Yeah VXAO looks really good but costs too much to be implemented everywhere, average cost is around 15-20 frames per scene which isn't worth it
I don't think frames are a good measure of cost for an effect, VXAO costs ~5 ms AVG on 980Ti based on the frames I've captured (moreover frames were captured with 4x in-game SSAA). 5 ms execution time is perfectly fine number for most of games with 1080p on PC, all you need is just ~86 FPS for a solid 60 FPS with VXAO, so, right now VXAO can be applied to virtually any game out of here in 1080p with top end card, and in a year or so it will become available on a mid range Pascal cards and will step down futher with Volta GPUs.

But i don't think this is the end all be all of implementations, RaD already showcased pretty respectable results with SGs and very close to a path traced result
Yes, and the issue here is that SGs are not a simple drop in solution, to implement it will require a lot of effort, content pipeline tweaks, render tweaks and so on, and they are not something which is easy to handle for dynamic scenes, while VXAO has now proven to be a relatively simple drop in solution fully compatible with dynamic environment(grass, trees, destructible geometry, etc), which you can add to a ready game in a month or so, moreover it can also be used for other stuff like GI lighting, reflections, etc, i.e. it's highly scalable. Screen space solutions have killed most of lightmaps and cube/planar reflections stuff, so I believe Voxel based tech could do the same for screen space stuff with time
 
Yep that is key, ease of use of these techniques differs and having something that can be implemented easily is great. Now let's hope they patch it in the Dx12 version as well as i'm liking the performance more on Dx12 :yep2:
 
Back
Top