The Complete List of PC Ray Traced Titles with Classification

NVIDIA announced that Dragon Age Veilguard will have ray traced reflections and ambient occlusion on Frostbite engine, looks like EA managed to reimplement ray traced reflections from the custom Frostbite branch of Battlefield V back into the main Frostbite branch, this bodes well for future Frostbite titles, as previous titles had access to only ray traced ambient occlusion (Dead Space Remake, Battlefield 2042, Madden NFL 24, etc). Now Frostbite can do ray traced global illumination (GIBs) and ray traced reflections as well.


Avowed is also launching with ray traced reflections and hardware Lumen on Unreal Engine 5, with a seemingly impressive visual gains as a result.


Black State is a new game that is also launching with ray traced reflections on Unreal Engine 5.



 
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Nvidia updated today's post to include the info:
 
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Star Wars Outlaws launched with ray traced reflections, shadows, and global illumination.


Not sure how reliable that site is but it seems RDNA3 is comparably better off in this title than in Wukong with RT enabled. That’s interesting because in absolute terms RT performance seems much lower across the board compared to Wukong (assuming these numbers are legit).
 
Not sure how reliable that site is but it seems RDNA3 is comparably better off in this title than in Wukong with RT enabled. That’s interesting because in absolute terms RT performance seems much lower across the board compared to Wukong (assuming these numbers are legit).
It's probably built consoles first more than Wukong, and consoles are utilizing RT too so it's reasonable to assume they're using it more AMD friendly fashion than Wukong. Even when you scale the effects up it should remain more AMD friendly.
 
it seems RDNA3 is comparably better off in this title than in Wukong with RT enabled
The ray traced global illumination is probe based, the ray traced reflections are of lower resolution and are probably mixed with screen space, they are based on the same ray tracing from Avatar: Frontiers of Pandora as they are based on the same engine "Snowdrop".

and consoles are utilizing RT too so it's reasonable to assume they're using it more AMD friendly fashion than Wukong
I wouldn't call the 2080Ti/3070 being 15% to 25% faster than the 6900XT, or the 3080Ti delivering 2x the fps of the 6900XT being AMD friendly at all really.

Even when you scale the effects up it should remain more AMD friendly
In Avatar, when you scale the effects up to the "unobtanium" graphics preset, the gap grows much wider between AMD and NVIDIA.

 
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The ray traced global illumination is probe based, the ray traced reflections are of lower resolution and are probably mixed with screen space, they are based on the same ray tracing from Avatar: Frontiers of Pandora as they are based on the same engine "Snowdrop".

Yeah I take it back. Wukong RT performance is lower across the board based on numbers from the same site.
 
Not sure how reliable that site is but it seems RDNA3 is comparably better off in this title than in Wukong with RT enabled
A hidden "extreme" preset is discovered in the game, it's called Outlaw, and it increases the fidelity of all effects, including ray tracing. PCGH tested the new preset, the gap is now similar to Wukong.

 
A hidden "extreme" preset is discovered in the game
Kind of like how they have been doing this, if they just added unobtanium or outlaw mode as the top tier graphic preset we would just get reviews getting stuck in the tumbleweeds bitching about performance and they are able to side step the issue while still letting us graphics whores have our cake and at least try and eat it ;) then will also give future gens some benchmark worthy stuff right out the gate.
 
It’s strange that RTXDI has such a massive performance hit in a game already using RT shadows. RTXDI should be more efficient particularly with lots of light sources.

Seeing complaints about poor IQ from ray reconstruction. Will be interesting to see Alex’s take on all of this tech and how each setting scales.
 
It’s strange that RTXDI has such a massive performance hit in a game already using RT shadows. RTXDI should be more efficient particularly with lots of light sources.

Seeing complaints about poor IQ from ray reconstruction. Will be interesting to see Alex’s take on all of this tech and how each setting scales.
From the limited footage I’ve seen there doesn’t seem to be many light sources. Perhaps not enough to overcome the overhead of RTXDI.
 
It’s strange that RTXDI has such a massive performance hit in a game already using RT shadows. RTXDI should be more efficient particularly with lots of light sources.
It's not like every little particle light source is allowed to cast (long range) shadows.

Shadows and non iterative reflections are single bounce. Diffuse global illumination is an unholy mountain of hacks, with specular GI making it a little worse. Getting rid of probes makes it cleaner, but not easier.
 
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