Was trying to figure out if there was a way for me to maintain 120 fps with hardware ray tracing on.
1440p DLSS performance
Post process: low (don't want it)
Effects: medium (low disables some lights, epic adds performance killing volumetric clouds, high does ... maybe particle differences?)
nanite: on
Lumen gi/reflections: high
VSMs: medium (no shadows on grass, maybe other things)
draw distance: epic
textures: epic
Hardware Ray Tracing: On
I used an almost 20 minute replay. Did one run without benchmarking to make sure there would be minimal to no shader comp then repeated the run and benchmarked. Repeated this same process with HW RT off.
Those numbers look to be fairly correct. The performance difference between hardware RT on and off is not huge anymore. The thing is, I was getting noticeable stutters during the replay and I haven't figured out why yet. I've never seen them during actual gameplay, so I'm not sure if it's capframex causing it during a long recording, something with my pc, or something with replays. I'd see my cpu spike up and then a stutter would occur. It's hard to do a good analysis from the graphs. I know with HW RT on the forest areas were in the high 120s and some other areas were in the 140s. Dropping from the bus had some noticeable drops, but I wasn't worried too much about maintaining 120 fps while gliding.
In terms of 1440p DLSS performance, it doesn't look as bad as other games. I think having detailed geometry that can be per-pixel or near per-pixel really helps upscaling, but there is more noise in shadows and lights. Overall, even with ray tracing the game seems to have "boiling" in indirect lighting from Lumen High, regardless of what DLSS quality I select.
Here's Michael Myers with a sour candy gun wrap frolicking in the snow.
DLSS performance 1440p. Definitely a bit softer, a little harder to see things at long distances, but overall way better than I expected.
1440p DLSS quality
1440p TAA native