The Complete List of PC Ray Traced Titles with Classification

Doom The Dark Ages now requires a GPU with ray tracing capability to run.

Do note that like Indiana Jones, Doom: The Dark Ages will require GPUs that support hardware Ray Tracing

 
Assassin’s Creed Shadows will now have upgraded ray tracing for global illumination and reflections. It was only global illumination before.

This one is also interesting as it seem to support non-RT GPUs but that support is indicated only for 1080p/30 target with some undisclosed upscaling and framegen at play.
I wonder if the s/w implementation there will be so slow that it will essentially require RT h/w too.
 
Seems Assassin's Creed is one step closer to fully relying on hardware ray tracing in it's pipeline. The game will use a multi tier ray tracing system from the ground up that allows for maximum compatibility.

Selective ray tracing
This mode uses ray tracing only within the Hideout portion of the game. The reason behind this, is that the Hideout allows extensive player customization at a level never seen before on Assassin's Creed. Because of that, we cannot use traditional, pre-calculated, global illumination techniques, and therefore need to adopt a real-time approach with ray tracing. In all other gameplay situations, such as in the open world, ray tracing will not be used.

Standard ray tracing
This mode uses the hardware ray tracing capabilities of the GPU to compute real-time global illumination.

Extended ray tracing
This mode uses the hardware ray tracing capabilities of the GPU to compute both real-time global illumination and reflections. This is the most extensive usage of ray tracing.

Software ray tracing
For GPUs that doesn't support ray tracing, a proprietary software-based ray tracing approach will be used, developed specifically to ensure Assassin's Creed Shadows remains accessible to as many players as possible.

 
Seems Assassin's Creed is one step closer to fully relying on hardware ray tracing in it's pipeline. The game will use a multi tier ray tracing system from the ground up that allows for maximum compatibility.

Selective ray tracing
This mode uses ray tracing only within the Hideout portion of the game. The reason behind this, is that the Hideout allows extensive player customization at a level never seen before on Assassin's Creed. Because of that, we cannot use traditional, pre-calculated, global illumination techniques, and therefore need to adopt a real-time approach with ray tracing. In all other gameplay situations, such as in the open world, ray tracing will not be used.

Standard ray tracing
This mode uses the hardware ray tracing capabilities of the GPU to compute real-time global illumination.

Extended ray tracing
This mode uses the hardware ray tracing capabilities of the GPU to compute both real-time global illumination and reflections. This is the most extensive usage of ray tracing.

Software ray tracing
For GPUs that doesn't support ray tracing, a proprietary software-based ray tracing approach will be used, developed specifically to ensure Assassin's Creed Shadows remains accessible to as many players as possible.


That’s pretty impressive if it all works.
 
I was reading the README for Nvidia's ray tracing denoisers when I stumbled upon a paragraph that could throw more fuel onto the fire of the "Frame Generation is fake frames" argument.

INTERACTION WITH FRAME GENERATION TECHNIQUES​

Frame generation (FG) techniques boost FPS by interpolating between 2 last available frames. NRD works better when frame rate increases, because it gets more data per second. It's not the case for FG, because all rendering pipeline underlying passes (like, denoising) continue to work on the original non-boosted framerate. GetMaxAccumulatedFrameNum helper should get a real FPS, not a fake one.
It's interesting to see Nvidia itself write that generated frames are somewhat "fake". This does bring up an important point that I haven't seen mentioned in discussion of generated frames versus "real" frames though: various temporal techniques including spatiotemporal denoising achieve better quality with higher base frame rates, but generated frames do nothing to improve their quality. Ultimately, it's another reason why games should still be targeting at least 60FPS as a base frame rate, in addition to concerns over latency.
 
So apparently it somehow runs on a 1070 and 5700?
If it works like Avatar and Outlaws, it will run slower and look worse on such hardware.

Rise of the Ronin launches on PC with "ray tracing support" whatever that means.
This seems to be the first game with RT on Katana engine.
The PS5 version has ray traced reflections.
 
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