The best showcase of Raytracing is still Metro Exodus Enhanced Edition because its lighting makes a generational difference and still performs very well. The implementation in Hitman 3 is just not worth it at all imo.
@Dankuzmeemusmaximus2 жыл бұрын
Dying light 2 also has transformative raytacing.
@dampflokfreund2 жыл бұрын
@@Dankuzmeemusmaximus That one is apparently plagued with performance degradation over time. So while yes it looks very nice it isn't practical to use because of low performance just like Hitmans implementation.
@xxlamaxx12 жыл бұрын
I played the Miami level for the first time with ray tracing and i was blown away by how good it looks. Id say its worth it if you have the hardware
@adamdunne66452 жыл бұрын
@@Dankuzmeemusmaximus Dying light 2s rt is okay but it could be much better. It doesn't come near metro or minecraft though. It's got serious performance issues too which is unfortunate because my 3070 literally cannot handle it in 1080p with dlss.
@Dankuzmeemusmaximus2 жыл бұрын
@@dampflokfreund Runs fine for me as long as i run medium textures my 3080 runs out of v-ram otherwise after a while :)
@kubev2 жыл бұрын
The handing of reflections within reflections just goes to show how far we really have to go in terms of lighting and reflections in games. I do wish there was more emphasis on improving A.I. and physics in games, though, as I think the current cost for "realistic" reflections just results in more signs of how limited the hardware rendering all of this stuff is.
@DreyzieArt2 жыл бұрын
Agreed, it looks good but as you mentioned this also means there is less of a budget for the ai and physics. I really miss when developers focused on creating crazy physics based gameplay back in the mid 2000s. Game environments have become more and more static due to the increased art fidelity eating up all the budget. (with some exceptions of course.) Hopefully eventually Raytracing becomes a bit easier to handle because it really does look great.
@kubev2 жыл бұрын
@@DreyzieArt Not just that. It's the same problem rear-view mirrors in racing games have had for so long. The detail in reflections is just too compromised, to the point that tons of objects are just missing. They're budgeting so high for reflections that even the quality of reflections is suffering. Why even put the "low" quality for RT reflections in there when a crowd standing in the real world becomes 2-3 people in the reflection? It's really strange. It's almost as bad as shadows or foliage popping into view mere feet ahead of your character in some console games.
@kupokinzyt2 жыл бұрын
@@kubev Gran Turismo 3 and 4 both used planar reflections that mirrored the cars 1to1 on the PlayStation 2. This was done in total software, while also reaching 60fps and showing everything, including all cars and geometry almost 20 years ago. It's not that RT is bad, it's that developers now a days are just throwing it in without any optimizations, just to say they have it. It's not very hard for a multibillion-dollar company to just grab the RT api and import it into the avalanche engine, or w/e Hitman is using now. I run BFV on a 3080ti at 4k, max RTX at 244hz maxing my laptop's display out. That game looks miles ahead of Hitman 3. I haven't tried RT on Hitman 3 yet, but the game itself runs at like 120fps in 4K for me without RT.
@adamdunne66452 жыл бұрын
Metro exodus enhanced edition does an incredible job with their rt implementation. It was built for rt, and I think that's what's needed to truly optimize the rt
@corbinking75492 жыл бұрын
@@DreyzieArt ive been saying this but the early ps4 era with games like batman arkham knight was way ahead of its time the amount of detail they put to the physics from car handling debri and even smoke was insane, punching enemies and seeing the shockwave and impact of the movement and attacks affect the books and debri around you added so much to the combat. Even games like quantum break are more advanced then most games now at days.i miss when devs used to use nvidia physx. Borderlands 2 was so much more enjoyable to me personally because of physx of pc it added to the satisfaction of the world. Games now at days just focus on model detail and static visuals cyberpunk is a perfect example of this. Stunning static world with some of the worst physics ive seen in a triple a game
@randir142 жыл бұрын
The DLSS 2.4.3 .dll improves the smearing problem a lot.
@Reinhardovich2 жыл бұрын
Lol no wonder I didn't see any smearing in my game, as I replaced the DLSS DLL with the latest 2.4.3 version immediately after the game was installed and before launching it.
@allansolano55872 жыл бұрын
They forgot the dlss file on the epic games version in the launch of the update so since the first day i put the 2.4.3 thats why i was really surprise that they had smearing and even more that they didnt even try to replace it
@krizby872 жыл бұрын
jup, replaced with 2.4.3 day 1 so I didn't notice any smearing, Native TAA actually has more ghosting than DLSS.
@richardtucker59382 жыл бұрын
@@Reinhardovich yup same
@AFistfulOf4K2 жыл бұрын
Alex specifically noted the version of DLSS used, which is somewhat unusual. He probably already knows about this and wants to make a "how to fix it" follow-up video. German efficiency.
@SiGeTVee2 жыл бұрын
DLSS can be fixed by utilizing DLSS Swapper. (It was basically the very first thing I did. I think the latest DLSS version is 2.4+ as of this time of posting.) But even then, this being in the latest patch for Hitman 3 is a massive oversight, and makes me wonder if they done some QA on this first.
@richardtucker59382 жыл бұрын
i didn't notice the dlss issues (apart from some specific cases) Alex had, i swapped dlss before booting the game, so yes i recommend swapping too
@TexelGuy2 жыл бұрын
Yeah, I tested DLSS 2.3.9 as well, and it too fixed the ghosting issues. Seems like Nvidia just improved how to handle bad DLSS implementations since 2.3.2.
@christophervanzetta2 жыл бұрын
I was trying to figure out how to update DLSS and totally forgot what that program was called. Nice
@Grasher1342 жыл бұрын
Thank you, dude! I almost started to treat ghosting as a feature. I don't run RT. But having balanced dlss allowed me to max all other settings in the game.
@AFistfulOf4K2 жыл бұрын
@Josua Meyer Downloading anonymously-sourced DLL files is a recipe for pain, the tool might be more trustworthy.
@asdasdasd93202 жыл бұрын
Damn Agent 47 looking wider than ever in that thumbnail
@kastaway-mtx2 жыл бұрын
Ray tracing works well with these slower paced stealth games, it gives you time to actually enjoy the reflections
@jlb46852 жыл бұрын
Control can move very fast but I honestly took my time in every location just gushing over those sweet sweet reflections 😅
@86themadhatter272 жыл бұрын
Personally the only ray tracing i'm interested in atm is lighting. For me that makes the biggest difference to a game.
@darinsteele70912 жыл бұрын
and reflections, but depends what game.
@krazyfrog2 жыл бұрын
Lighting can be faked impressively in games with fixed time of day. Only games with a dynamic time of day greatly benefit from ray traced global illumination.
@AFistfulOf4K2 жыл бұрын
To me reflections are what I've always been most interested in. It's been like 20 years since videogame mirrors had reflections. It's more time-consuming for a developer, but it's still possible to fake baked lighting reasonably well. IMHO global illumination showcase games like Metro Exodus sometimes look so bad without it, the only explanation I can imagine is that Nvidia somehow incentivized them to make the difference more noticeable.
@johananj.j80032 жыл бұрын
@@AFistfulOf4K I don't know, I think it's the preference, the game looked good irrespective Ray tracing for me.
@Danuxsy2 жыл бұрын
@@blitzwing1 Yes because they are using baked ray tracing lmao
@Danne-Danger2 жыл бұрын
Beautiful. It irks me though that the potential of having NPCs spot you in reflections and designing levels around that is out of the question as long as this is a high end feature. Still fits the visual style of Hitman very well IMO.
@ethersturm2 жыл бұрын
This is a hard one because stealth games quickly become frustrating if the AI is realistic. Could be a cool idea if realistic AI with NPCs spotting reflection/shadow discrepancies like you say, with overpowered/supernatural abilities such as cloaking and such, which usually feel unbalanced.
@lawyerlawyer12152 жыл бұрын
Nah , there’re many things that aren’t done for the sake of gameplay enjoyment. As the comment above me stated , it would become frustrating really quickly . I’d go even further and say unplayable. If you make a realistic stealth game(not splinter cell , Actually completely realistic ) with details like the reflections you just mentioned. We would get a game , where you have to wait hours for the right moment , where pistol silencers are useless unless shot from a good distance , where almost every mission is at late night, and where the standard time to complete a level is around 8 -11 hours
@ShadowX0122 жыл бұрын
@@lawyerlawyer1215 you give real people way tok much credit 🤣
@ShadowX0122 жыл бұрын
Could be an optional difficulty setting, for the masochists, and sake of novelty
@lawyerlawyer12152 жыл бұрын
@@ShadowX012 mmm , I’ve never tried to infiltrate a super secret , military protected place But I’d expect to be guarded by professionals, not civilians 😅 So yeah , I’d expect lots of professionalism
@yancgc50982 жыл бұрын
The RT shadows look bad at medium to long distance, RT reflections are too dang heavy on the CPU and GPU, and DLSS is broken…fantastic.
@richardtucker59382 жыл бұрын
This is something i learned from this video, i didn't realize that the rt shadows have a range limit, and that those bad looking shadows are actually shadow maps that are unfiltered, i hope they patch that, no reason to be that way i don't think. I don't know much about shadow maps let alone how filtering them while also running rt shadows could affect performance, maybe it was an optimization (though i don't think good idea)
@riceeater792 жыл бұрын
In other words, Spiderman Miles Morales on PS5 is still the most graphically impressive open world game with a dense concentration of npcs with RT reflections this generation. Got it
@Phil_5292 жыл бұрын
@@riceeater79 Why do you keep posting this silly comment? Hitman isn't an open world game. Cyberpunk or Watch Dog Legions are both open world and have the most impressive RT reflections on PC.
@ZackSNetwork2 жыл бұрын
@@riceeater79 Be gone bot
@gaborszabo77652 жыл бұрын
@@Phil_529 in your dreams boy. Pc is WEAK like your comment get out of here 💩🤡🤮
@samgao2 жыл бұрын
What RT has proved to us in gameplay, is that it is only when you stop to take a look around, that you appreciate the efforts. Drive club doesn’t have any RT and yet it still manages to blow peoples minds when it comes to graphics.
@crestofhonor23492 жыл бұрын
It's just another technique to do more realistic lighting. No point in calling it out like that as we've had similarly expensive tech back in the day too. It's just that today's visual improvements are just going to get smaller as detail is already quite high. RT doesn't automatically make a game look amazing and same goes for any graphics tech. Using Driveclub isn't a good example as I could also bring up other RT games like Metro Exodus or non RT games like the order 1886
@VariantAEC2 жыл бұрын
Driveclub does use RT... a version of it anyway. The type of reflections Driveclub uses is called screen-space reflections. It is deployed literally everywhere car bodies, the road, road signs, glass in buildings, tree leaves (not a joke)! Seriously SSR in Driveclub is literally everywhere and it also respects material properties with accurate frenel and roughness which is something we don't see in most implementations of SSR. Regarding SSR is a extremely simple form of ray-tracing only occuring with objects that exist in screen-space as the name of the technique implies. If Driveclub used full-on RT reflections as we are used to seeing today, it would undoubtedly look far far better than it already does and that's not even mentioning adding on other RT effects or replacing older rasterized deferred rendering techniques that were used in Driveclub.
@budthecyborg45752 жыл бұрын
The only Ray Tracing feature I'm interested in is RTGI, which ensures environments are always correctly lit, enables dynamic environments, and dramatically improves development time. RT Shadows and RT Reflections are hugely expensive, provide little visual impact and no benefit to development workflow.
@jc_dogen2 жыл бұрын
says someone who's never tried coding shadow maps ;)
@darkl3ad3r2 жыл бұрын
Hard disagree. We have very good approximations for lighting but absolutely nothing touches ray traced reflections. Cubemaps are ancient and SSR was and always will be awful not to mention expensive too. Ray traced reflections have the single best impact on graphics today. Don't believe me? Look what UE5 is doing with their lumen engine and tell me we need RTGI over RT reflections.
@budthecyborg45752 жыл бұрын
@@jc_dogen If it's so complicated then you're trying too hard, simple hard edge shadows from the Dreamcast era are still aesthetically just fine, if not preferable. Complex shadow casting can wait for PS6.
@jc_dogen2 жыл бұрын
@@budthecyborg4575 Those types of shadows are sorta tricky to implement too and are pretty inefficient on modern hw (if you mean shadow volumes like doom 3). Dreamcast had dedicated hw that makes them a bit easier actually.
@budthecyborg45752 жыл бұрын
@@jc_dogen Cool to know they had hardware accelerated shadows. I've been saying for a while now my version of an ultimate modern GPU would just be the Dreamcast architecture running 10,000x faster, I love the clean visuals from Dreamcast games, (very little blur effects). PS2 games are all greasy, and UE3 games are full of more bloom than a JJ Abrams movie.
@TheWeeky2 жыл бұрын
Would be nice if the game supported those raytraced shadows the like of Cyberpunks Local Shadows, i think those could really add to the visuals knowing that a lot of the gameplay happens indoors with artificial lights, also GI could be great but seeing how heavy raytracing is without it, i don't think not including GI is a bad thing
@richardtucker59382 жыл бұрын
Yeah i would like that too, for people concerned about performance, you could have a combo of sun shadows and local light shadows with dlss or native
@DubElementMusic2 жыл бұрын
yea, imo i am not really interested in RT if there is no RTGI, thats the whole point why i bought a RTX
@vewu292 жыл бұрын
@@DubElementMusic same, but I think is because it’s way easier to fake GI. But I think RTGI is way less performance hit and realistic lighting is so much more transformative
@DubElementMusic2 жыл бұрын
@@vewu29 no idea, but i really hope we get more games with RTGI after this boring cross gen times....
@vewu292 жыл бұрын
@@DubElementMusic I think we will. Baked lighting is slow asf to work with vs rtgi which update in realtime so Artists can control the look of the game.
@justitgstuff52842 жыл бұрын
A 30-40% performance reduction doesn't seem worth it at all for RT shadows, especially if they degrade so much at a distance. They don't even look significantly better than what was already in the game.
@VariantAEC2 жыл бұрын
I'll agree with this. RT shadows according to what was shown here only seems to make a difference outdoors and even then it seems the difference is not very significant and it comes with the obvious trade-off of poorly filtered shadows in the distance.
@dogybiology14112 жыл бұрын
ive been playing hitman with rtx, at like a solid 70fps on 3070ti, and i cant go back. too many objects don't blend seamlessly with the environment. every single asset just "feels" like it should be there with the raytracing and the levels feel realistic. the assets just blend so nicely with the atmospheres of everything. there are many more examples in the game that obviously are not mentioned in the video
@nnnnoob2 жыл бұрын
Some of the SSR resolved better than the actual ray-traced equivalents. The performance hit is just not worth it.
@existentialselkath12642 жыл бұрын
But the ssr is constantly disappearing and reappearing as you move around and objects go in and out of view. Not to mention it still uses ssr on top of the RT anyway, effectively using the RT as a significantly more accurate alternative to low res cubemaps.
@Yuri-xx2gi2 жыл бұрын
@@existentialselkath1264 cool, still not worth it
@existentialselkath12642 жыл бұрын
@@Yuri-xx2gi that's a valid criticism, but saying ssr looks better is almost objectively wrong
@Jsteeezz2 жыл бұрын
@@existentialselkath1264 when using the word objectively you cant hedge it with a term like almost. Because then its not objectively correct.
@jamarirobinson23052 жыл бұрын
@@existentialselkath1264 but think about it why would anyone wanna sacrifice the performance just for RT couldn’t be me lol not to mention the game already looks good enough ya just mad extra when it comes to graphics shits ridiculous lol
@MichaelOdendaal2 жыл бұрын
Hitman 3 is just amazing. Absolutely love the level design, so rewarding to explore.
@neoasura2 жыл бұрын
Ray tracing gives me flashbacks to the early 00s, when turning on water reflections used to kill your FPS. I love RT, but it needs to get optimized for your average GPU user.
@alexanderkhan90972 жыл бұрын
Haha, yes, getting major "transperent water" vibes from the GlQuake era. Amazing how mind-blowing (and also almost completely unubtainable for the average home user) that seemeed at the time.
@GlassFoxGear2 жыл бұрын
I think it's okay for games to opportunistically implement features that are too heavy to run comfortably on current hardware, when we play this game years from now it will work fine. I wonder if it hurts people's pride that games have features that they can't run very well. When half life: lost coast came out HDR didn't run very well on my Radeon X700 but it was okay because it was a future looking feature that we can run easily today. As for optimization, it's still early days for developers familiarity with ray tracing, this was probably a good learning experience for them and the next game will do it better. Metro Exodus initially shipped with a wonky ray tracing global illumination implementation that they then improved dramatically upon with a re-release
@riceeater792 жыл бұрын
In other words, Spiderman Miles Morales on PS5 is still the most graphically impressive open world game with a dense concentration of npcs with RT reflections to release this generation. It's still a LOCKED 60fps (up to 90fps with vrr) @1440p with RT as far as the eye can see in a more complex city & open world with tons more happening on screen at the same time.
@sleeplessindefatigable63852 жыл бұрын
I'm really od the mind that the problem isn't ray tracing needing optimisation, rather that ray tracing kind of arrived at a terrible time. The original Turing cards couldn't ray trace at all unless you were okay to either run games at 720p or buy a £1000+ GPU, and AMD had no intentions to implement ray tracing features in their GPUs until Nvidia released it and they had to play catch-up. Those original Turing cards needed way more time in the oven, but there was also the problem that those cards were lame ducks without the RT features, so nobody was really interested, and developers only started putting RT features in games months after the fact. Altogether, the overwhelming impression I get is that RT arrived prematurely, to a landscape that had no idea it was coming, and developers are now implementing RT features, based on what they thing GPUs will be able to run, one or two generations from now, and expecting GPUs to catch up.
@fafski11992 жыл бұрын
@@riceeater79 Nope, I'd say that would be that would be either Metro Exodus, Control, Dying Light 2 or Cyberpunk 2077 on PC. The only form of RT being used in Spiderman: MM, is ray-traced reflections. Even then it renders the reflections at a quarter of the main resolution and just like with low settings in this video (1:30), it also has many missing shadows, people and objects shown within those reflections, in order to cut-back and save on frame rate. Not only that but RT in S:MM is only applied to a few highly reflective surfaces in the game (eg. windows, mirrors) and isn't applied to all surfaces, unlike in some other titles. Why on Earth console gamers keep thinking that the RT is the best around in Spider: MM is beyond me? The only form of RT running is RT reflections and even then they're running at greatly reduced settings and at a highly reduced resolution. It's just "RT lite", when in compassion to a lot of other games that use RT (even on console).
@TheNamesJER2 жыл бұрын
Wow, no RT reflections on the top of 47’s dome?
@CricetoFunni2 жыл бұрын
For anyone wondering, switching out the dlss dll with the (as of typing this) latest version fixes the issues. Edit: they've officially updated the dll in an update.
@navid6172 жыл бұрын
Tip 1: Download and use DLSS 2.4.3. The DLSS in this game has severe ghosting issues. Tip 2: Turn off ray tracing. This game has one of the best SSR implementations, and RT more than halves your performance for minor upgrades.
@frankmjr65712 жыл бұрын
Yes!! I just commented the same thing, worked perfectly for me. The version on Hitman is 8 versions old🙄🤷🏻♂️
@MooohGX2 жыл бұрын
Future proofing your game is not wrong, At least it will keep gamers coming back to your game for days to come in the future...
@marshinz56962 жыл бұрын
I tried using it on my 3700x/6800 XT and I heard my PC ask: "Why are you doing this to me? Don't you love me?"
@crispianchealuks20242 жыл бұрын
this is great, in the future, they might use reflections and shadows as part of gameplay like using shadows and reflections to notice people, cameras and other security systems while sneaking or blending in with the crowd. maybe for a new thief or a cold war era spy game
@skymessiah12 жыл бұрын
I had the very same thought!
@robertforster89842 жыл бұрын
They did this in MGS2 for the ps2.
@riston72642 жыл бұрын
@@robertforster8984 yeah but it was just a gimmick. Kojima didnt go through with it enough
@DoodlerDude2 жыл бұрын
That would be a neat idea when Ray Tracing compatible cards are more widely used.
@rodryguezzz2 жыл бұрын
Splinter Cell used shadows as part of the gameplay on the PS2. Imagine what a next-gen Splinter Cell could look like. Unfortunately, there's no potential for NFTs to work there, so it's not happening.
@NitinGopinathan2 жыл бұрын
Damn that performance hit makes this almost unfeasible. What % of the Hitman 3 player base actually has a 3080/3090 (or any 3000 series card for that matter)? They need to better optimize at least the "Low" RT setting to get people to give it a try.
@arreca092 жыл бұрын
RT is not for poor people
@fvallo2 жыл бұрын
I have 3090 and it cant hit 60 on performance dlss, pc gaming is pathetic
@dampflokfreund2 жыл бұрын
@@fvallo Imagine spending 1,5k on a 3090 and not being able to play current games at max settings. I feel you, that sucks.
@CaptToilet2 жыл бұрын
@@dampflokfreund Now you know how people felt in the 90's spending that much and being barely able to play Quake 2 at 480p max settings.
@XxViciousxX2 жыл бұрын
@@arreca09 Well consoles have RT (not great RT mind you) but they still have it and they are priced low so anyone can afford them so apparently RT is for poor people.
@219SilverChoc2 жыл бұрын
Ray Traced shadows look pretty aliased at 7:09 too, that and the distant unfiltered shadows would scare me off using ray traced shadows too.
@LBPreviews2 жыл бұрын
Yeah, I think the implementation is very poor. I wouldn't personally use it.
@219SilverChoc2 жыл бұрын
@@LBPreviews Yeah, as someone with an old computer who's excited by ray tracing, this is probably one of those games where I just won't bother with the effect.
@SerBallister2 жыл бұрын
The fact there is pixellation there suggests that wasn't raytraced. Raytracing normally works on geometry, not on shadow maps or other images. I guess they have some hybrid system mixing rasterised and RT techniques.
@219SilverChoc2 жыл бұрын
@@SerBallister I think it’s being ray traced at a lower resolution, like half res or something like that.
@SerBallister2 жыл бұрын
@@219SilverChoc Could be. There was another part of the video where it showed distant shadows, looks suss
@sellingacoerwa83182 жыл бұрын
I think Ray Tracing has done more for KZbin videos about it than actual games. I've yet to experience a game with the feature where I felt it was worth the performance hit. Someday perhaps
@riceeater792 жыл бұрын
In other words, Spiderman Miles Morales on PS5 is still the most graphically impressive open world game with a dense concentration of npcs with RT reflections to release this generation. It's still a LOCKED 60fps (up to 90fps with vrr) @1440p with RT as far as the eye can see in a more complex city & open world with tons more happening on screen at the same time.
@sellingacoerwa83182 жыл бұрын
@@InnerFury1886 I hear ya, I'm not saying the tech is bunk or anything. Just the performance hit often (not always) is to heavy. I haven't played cyberpunk or metro exodus though, i'll check em out. I have to say though the sheer amount of video and print media about Raytracing has worn me down. Is "Raytracing coverage fatigue" a diagnosable condition?
@vewu292 жыл бұрын
It’s the fact that baked lighting is realistic but only work with objects that’s static. Good thing is RT is was faster to work with because artists can see changes in realtime
@ij67082 жыл бұрын
Cyberpunk is one of the heaviest RT games, so I wouldn't bother. Metro however is the example to follow in terms of performance hit
@pengu63352 жыл бұрын
@@sellingacoerwa8318 I played through Cyberpunk with Digital Foundry's optimized ray tracing settings at 4k with DLSS on balanced. It ran between 40 to 60fps on my 3080 but the performance hit was so worth it. Some games like Cyberpunk look totally different with it on or off. Just depends on someone's taste I guess.
@puddingtopf2 жыл бұрын
13:27 Somebody in the second panel from the left is walking on top of a parasol.
@winj3r2 жыл бұрын
I was expecting Rt reflections on Agent 47's bald head. But there are none. Disappointed. 3/10
@MR-pt7ou2 жыл бұрын
2:25 Ray traced shadows are necessary. look at those white lines under the eyes. looks so bad
@MLWJ19932 жыл бұрын
could be fixed with just RT contact shadows, that way they could've kept the filtered shadow maps for the rest of the scene... Probably would've been received much better than this halfway there implementation.
@theemulationportal2 жыл бұрын
Nah this RT implementation is borked 35fps with a 10900k? Even when the new CPU's drop this year aka Zen 4 and 13th gen you're going to be under 60fps +broken DLSS + going to need a 4090 for the GPU to maintain over 60, honestly the RT reflections don't even add that much over the current system. No on in there right mind is going to sacrifice that much performance for minor graphical improvements. I like Ray-tracing but this games implementation sucks.
@teddyholiday80382 жыл бұрын
The RT looks good but not worth the 66 percent performance loss on my 3060 Ti. The DLSS upgrade is nice though.
@griffgames95382 жыл бұрын
You could DLSShave that perf discrepancy to 40-ish.
@existentialselkath12642 жыл бұрын
What reflection quality are you using?
@whatistruth_12 жыл бұрын
@@griffgames9538 Ah yes. So they can not only tank their framerate but also their resolution too! Raytracing is still a joke. DLSS is great but it's not as good as native. Especially with a 3060ti with RT where you will definitely not be playing at 4k where DLSS shines.
@griffgames95382 жыл бұрын
@@whatistruth_1 Fair point.
@yutro2132 жыл бұрын
DLSS is not so good thanks to that "smearing" effect Alex mentioned that happens often in my playthroughs.
@Nick9302 жыл бұрын
Hey Alex - just briefly skimmed your video, but is Ray Tracing available in the newly released VR options for this game?
@danielwilliams31612 жыл бұрын
Hello direct comparison guy why does video look familiar it feels like I've seen this video before
@spacechannelfiver2 жыл бұрын
I dont think you'd want this kind of performance hit in VR.
@SolidBoss72 жыл бұрын
@@spacechannelfiver you already have drastically dialed back resolution and graphical detail in VR so adding RT probably would bring performance right back in line with the performance you’d get here with RT.
@theunbearablejuan2 жыл бұрын
I am just as curious, if anything for a laugh.
@Nick9302 жыл бұрын
@@danielwilliams3161 I've never done a ray tracing focused hitman 3 video.. so not sure what you find so familiar
@ClassicGameSessions2 жыл бұрын
The ray tracing looks nice but it's a hefty tradeoff indeed!
@TechGamesAU2 жыл бұрын
6:50 I love that Agent 47 is sneaking around peering through windows at reflections quality
@JohnBradyIRL2 жыл бұрын
I love RT lighting, but the reflections some devs use just make everything mirror like. Some games have surfaces highly reflective that would have no reflections in real life. This is better with some warping on surfaces, but it's silly how some games apply the technique.
@大夏天很冷2 жыл бұрын
太对了!
@VariantAEC2 жыл бұрын
True enough. That said not all games RT implementations are created equally.
@phrozac2 жыл бұрын
Updating now! Been waiting for this to hop back into Hitman 3 :)
@pokemon16662 жыл бұрын
Good thing is that Alex raised the cpu performance on RT, I think that this subject must be talked about alot more.
@VariantAEC2 жыл бұрын
Indeed the additional draw calls take a toll on CPUs... but do they really need too? I'm convinced that this has been sidestepped in games like Marvel's Spider-Man on console. Will this be the case on PC too? Time will tell, but for now I think it is worth mentioning that the PC trailer didn't appear to show any RT reflections, not that there were very many clear shots that should feature it... at the end of the trailer there were two places were RT reflections should've been easy to spot. The second to last cut at about 47 seconds you see a couple vases behind MJ and in the very last shot you see Spider-Man himself standing in front of the window in MJ's apartment... no RT reflections in either shot were visible though.
@richardtucker59382 жыл бұрын
I have been waiting eagerly for this! But also did my own investigations. Gpu load doesn't always utilize fully, sometimes fair bit below, and inconsistently so, and this seems to happen in wider open areas and i think with more crowds, definitely reflection related (i know it is cpu heavy too, but this observation was not a cpu bottleneck). I do feel there is room for performance uplift/ stabilization. Sometimes on loading a map it can take a minute for gpu load to max out, and sometimes looking some scenes, it never gets to full. Also i notice in Mendoza that the big reflection on main building weirdly has more detail on medium reflection quality than high, and runs better- on high it prioritizes (there at least) more foliage, while medium emphasizes crowd detail (lots more npcs reflected than on high), seems like a bug, but i felt from that that sample that the crowd was easier to trace than the transparencies. I think rt shadows definitely are better, sometimes they produce lots more detail especially with lots of small details like leaves, and the extra shadows on 47 (like under his nose and collars/tie) but could do with a bit more ray count to make them look better than shadow maps in all situations (ah after watching the video, it seems this is actually shadow maps being unfiltered, hmm thought i noticed issues up close too) Sometimes in some locations using dlss and reflections can cause some fizzle that is a bit too much imo. Found couple other things can't remember atm. Dlss as i have seen with other games, has some trouble with very fine striations/ patterning, causing moire effect, can be observed on 47's suit, apart from that dlss image quality is real good, some things seem to lack motion vectors, noticed in some grass, and also i picked up a wine glass and oh man the ghosting on that made me think 47 is a bit of a lightweight when drinking wine! The more i played, the more i noticed shadow and reflection nuances that (i know you won't always notice) do at least show that there is actually lots more detail there, i do love how the tiniest of things have detailed reflections. ). I do advise turning reflection quality down to medium, on a 3080. (commented before watching)
@richardtucker59382 жыл бұрын
That Mendoza level is weird, even without rt, it seems to have problems with cpu utilization when looking out over the scene you showed, so i am confused sometimes if cpu is properly bottlenecking gpu or if sometime it is also sub optimal cpu utilization. where i am sure that my cpu load can utilize higher with other scenes, but in Mendoza, it gets cpu limited seemingly while having lower utilization, i noticed this well before this update came out. Anyway thanks Alex, i learnt couple of things here i didn't notice/ realise myself.Personally i am using dlss 1440p with medium reflections , certain large levels (especially Mendoza) i think i have to turn reflections off. But i think there is some room for improvement. Btw, i also observed, if you enable dldsr (didn't use regular dsr, maybe the same- dynamic super resolution in nvidia control panel) then even if you select those resolutions in the game menu, the game doesn't care about them when using dlss, and instead will use your desktop resolution. To clarify by example- if you expose resolutions higher than your desktop resolution using dldsr ( and i suspect regular dsr) and then use dlss, it ignores those resolutions and will just use desktop res, but disabling dlss = it will use those selected resolutions as you would expect. So you can't use arbitrary resolutions with dlss to experiment with different resolutions and quality settings with dlss as it always uses desktop res (bit over explained lol)
@konga3822 жыл бұрын
I observed similar things happening with the GPU and CPU both going underutilized. Makes me wonder if it's perhaps a memory bandwidth bottleneck.
@richardtucker59382 жыл бұрын
@@konga382 It is funky, i know it can be gpu/ cpu bottlenecked, but it seems to have utilization problems independent of these in certain scenes, again in Mendoza, that always had a cpu weirdness even before update, specifically looking over the vineyard from initial vantage point.. When you say memory bandwidth, do you mean system ram/gpu memory?
@MrMeanh2 жыл бұрын
@@konga382 What we in general call a "CPU bottleneck" is often in fact a memory bottleneck in many cases. This has been shown so many times in benchmarks where overclocking system memory and tightening timings give an additional 10-20% performance in CPU limited scenarios. The clearest example of this is the new 5800X3D compared to the regular 5800X where the additional cache of the X3D can mean 50%+ increase in framerate in rare cases, this despite running at a lower frequency than the 5800X. In the games I personally tested with RT on, RT seem to more load on CPU and memory. An example of this is CP2077, my 3600 did not bottleneck my 3080 at 1440p (with DLSS Quality) as much without RT as it did with RT on. Without RT I rarely saw drops in GPU usage below 80%, but with RT on I saw the GPU usage drop as low as 65%!
@TexelGuy2 жыл бұрын
Lower GPU usage without a clear CPU bottleneck can sometimes mean VRAM being maxed out. Try lowering texture and/or shadow quality to medium or something and see if framerate and GPU usage shoots up. It could also be the game being badly optimized in other ways, but doesn't hurt to rule out other possible bottlenecks that you don't usually consider. Ray tracing is incredibly VRAM heavy, and people were maxing out their 3080's VRAM in Dying Light 2 with ray tracing even at 1440p.
@Aasif_Alam2 жыл бұрын
I want to see those rays reflected on Agent 47's bald head.
@HeinSmit12 жыл бұрын
3080 and 3700x playing at 4k, the DLSS had such a bad effect on image quality and I am usually quite keen on using DLSS anywhere I can. The ray tracing performance hit is not worth it at all for me, the non-ray traced reflections were already quite good
@pixels_per_inch2 жыл бұрын
Exactly. Hitman made the best use of planer reflections. Unfortunately, seems like planer reflections + ray tracing is too heavy on both the CPU and GPU. If only they let ray tracing take over everything.
@selohcin2 жыл бұрын
Good reporting, Alex. That DLSS implementation is terrible with its smeared streaks running across the screen. Nvidia needs to update its drivers to limit DLSS to use no more than 8 frames' data. That would resolve this problem.
@youuuuuuuuuuutube2 жыл бұрын
The collision detection issues are more jarring than ever.
@screambleeddierot95212 жыл бұрын
Reflections in reflections from projections, reflections.
@ctrlcf12 күн бұрын
A 9800X3D/4090 can still be brought to it’s knees with the RT options turned on in a scene like the Marrakesh market if your resolution approaches 4K (my resolution is 5120x1440, a total of 7,372,800 pixels and 4K is 8,294,400 pixels). Here’s hoping the 5000 series provides a really big jump in RT performance
@BmikroB2 жыл бұрын
Too bad it seems to be impossible to force at least RT Shadows on, say, Pascal GPUs (like my good old trusty GTX 1070) because I was really excited about those considering I had no problems running RT effects in games like CONTROL, or even official Nvidia RTX Attic demo, etc. It's a shame when devs block the feature for users, it's like in F1 2021 or Dirt 5 where RT options were greyed out and impossible to enable in the menus, and weren't affected by .ini (or other config files) editing and setting those to Read-Only in the properties. In Hitman 3's case however AFAIK its settings aren't being written to a single file, but they sit in registry instead. All I wish for now is some genius programmer to come up with a CheatEngine table akin to the one enabling RT reflections on cars in Forza Horizon 5, really. :D
@ZackSNetwork2 жыл бұрын
Just upgrade your GPU. The 1070 is a 6 year old card know and RT is very, very demanding.
@BmikroB2 жыл бұрын
@@ZackSNetwork Yeah, I know. But I'd rather not tbh. I'm fine with 1070 as is, and I neither have spare money nor am willing to buy a new card anyways. As for fancy visuals I can admire those sweet heavy RT FX even on sub 30 fps performance (or should I say sub-10, haha), just to see the visual spectacle myself, and then toggle in back off. I just wish more devs would approach RT effects like, say, Remedy or Cold Symmetry do. I believe that if I want to have RT effects enabled running on an old card with 5 fps slideshow, then so be it, and the game should be giving me that opportunity. After all, it's my choice to enable or disable it, not developer's. At least that's what I ideally want from devs. In this case of course I'm not going to blame the devs for 'poor optimization' and stuff, ignoring the fact it's my fault I'm running these heavy effects on an obsolete hardware in the first place, you know. I'm not that foolish. :D That's why I'm expecting the devs to give me the option to toggle RT FX, and not decide it for me beforehand, leaving the options greyed out and impossible to toggle on my side.
@VariantAEC2 жыл бұрын
@@BmikroB RT works in Control on Pascal cards? If I knew that, I would've already picked it up for PC. I also use a GTX 1070, but my card is inside a laptop. I am able to run Quake II RTX at a somewhat consistent 720p30... when I heard games like Metro Exodus Enhanced required RTX GPUs this put me off trying games with RT features even though like you I too have RTX demos from Nvidia working on my old GTX GPU and FH5 also runs full res RT in the garage/Forzavista modes just fine at 1080p30.
@formulaic782 жыл бұрын
I waited about a year for this update to drop to play. I'm afraid it wasn't worth it as the performance hit is just too heavy. With a 3080 I could either play at 1440p high settings ray tracing DLSS performance and get 40-80 range fps, or at 4K ultra 100+ fps no dlss. I also really couldn't tell a huge difference between having it on and off, at least not a difference that made me want to take that hit to performance and resolution. Game is great though, especially the nightclub level.
@PHOBIAx57x2 жыл бұрын
That’s the current state of ray tracing haha. It’s not worth it right now for small increase in IQ.
@existentialselkath12642 жыл бұрын
Do you notice the difference between 1440p and 4k more than RT reflections? Personally I can't help but notice the countless situations where object looks to be glowing because its reflecting a bright environment instead of the object behind it. But obviously everyone has different priorities.
@Glotttis2 жыл бұрын
I also have a 3080 and I came to the same conclusion. RT isn't worth performance/resolution hit. For me RT now is like whatever, if performance is good I'll enable it, but I have no problem disabling it, because all games still look good enough with it off. I came to conclusion that higher framerate is immediately noticeable and advantageous to smoother gameplay experience, and RT doesn't matter all that much.
@formulaic782 жыл бұрын
@@existentialselkath1264 yeah to me the difference between resolution was more noticeable than the reflections and shadows. I think it's mainly because it's such a drop in frame rate when you turn it on and the reflections are already very good, if not quite as precise as rt reflections.
@riceeater792 жыл бұрын
Spiderman Miles Morales on PS5 is still the most graphically impressive use of RT seen having an open world game with a dense concentration of npcs & It's still LOCKED 60fps (up to 90fps with vrr) @1440p with RT as far as the eye can see in a huge city with tons more happening on screen at the same time.
@kokopelli4342 жыл бұрын
Finally, I can see the sunlight bounce off Agent 47’s head
@mroutcast85152 жыл бұрын
ray tracing is still so far from becoming a mainstream. You basically need RTX 3070 level GPU to start somewhat enjoying it. Add 2 years and you'll need RTX 4070.. Then look at steam survey and that's like 5% of steam gamers which is jus miniscule portion. Also even from what I've seen responses - many RT capable PC owners simply prefer more fps and more even frametimes for smoother experience.
@vewu292 жыл бұрын
but there is an option to disable rt though?
@mroutcast85152 жыл бұрын
@@vewu29 I'm not talking that, I'm talking when it will become mainstream - aka used by most gamers
@thecstineman2 жыл бұрын
Really like these reflections. I know not a whole lot of people are thrilled with it, but I am a pretty big fan tbh. The Glacier Engine continues to impress!!! I really hope they can add even MORE raytracing and other quality things in IO's 007 game.
@mrtwinky20072 жыл бұрын
16:37 I'm more than able to enjoy the whole game with my 6800 3900x with 4k AMD FSR 1.0 at balanced with shadows and reflections on medium and everything else ultra it's always above 40FPS which allows it to stay within the freesync range of my LG 32UL750 monitor. Looks great and runs great. The 6800 can almost get away with FSR 1.0 being set to quality but since it feels better when its easily within my freesync range I set it to balanced but I suspect the 6800xt could do the quality setting.
@onizuka4534 Жыл бұрын
With my 3070 and Ryzen 5700x, without RT on Ultra + 200% FHD render I'm getting silky smooth 150+ fps (165hz monitor). With RT I have to use very agressive DLSS and even on DLSS Performance I'm still getting some very weird slowdowns and freezes in open areas. Even in the best case scenario It's SUB 60FPS experience with so many sacrifises in picture quality and with extremely inconsistent framerate, and this tradeoff for what? For minor upgrade in SOME areas) BTW smearing is still here (01/11/2023) with DLSS
@doctorfresh3856 Жыл бұрын
I think you mean 11/11/2023?
@theryan5192 жыл бұрын
Ray Tracing is just way too demanding for me to care. Games maxed out without RT already look so amazing, and I will take performance with those looks everytime. I mean eventually were going to have a GPU that can run every single game maxed out at 1440p/4k with RT at 100+ frames (RTX 4080?) but until that day comes, Im keeping RT off for the most part.
@Kapono51502 жыл бұрын
Raytracing is soo over hyped and the hit to performance just is not worth it. You really only notice the raytracing when you stop playing the game and look around. Why do developers think we want this ?
@vewu292 жыл бұрын
There is literally an option to turn off RT. Also RT is way faster to work with then baked lighting
@cygnusx72 жыл бұрын
So in short, it can potentially look quite good, but it definitely needs some more optimization before it's actually usable. I hope they keep working on it! Great analysis Alex.
@S-17games2 жыл бұрын
RT shadows Don’t make any difference but RT reflections is we’re it’s at
@custer42112 жыл бұрын
When you use mirrors to spot the target behind you. While roleplaying some casual npc looking out the window. Lmao 😂
@ryogaming47712 жыл бұрын
manually updating the DLL fixes the problem but you can't put that in user to do it ;(
@massimiliano13062 жыл бұрын
13:22 had to turn captions on to understand, BIG beefy, right?
@rjblitz58712 жыл бұрын
I have a drinking game for all these RT comparison videos on KZbin. every time he says reflections, take a shot
@l3xforever2 жыл бұрын
Sure they use rt additively to "enhance" the visuals, but in reality they only bring out the inconsistency in screen space effects. When I was playing H2 a couple of years ago, I wished for rt reflections more than anything, because you see the screen space artifacts all the time. Little did I know that with rt implementation all the screen space surfaces will be left as is.
@RiasatSalminSami2 жыл бұрын
Yeah that SSR popping in and out of view even with RT reflection just makes it look bad. I'd prefer to not have SSR in those scenes, at least the reflections would look consistent that way. And some surfaces are honestly looking too shiny as if the floor is flooded with water or something.
@EmilEn2 жыл бұрын
I found out that using RT reflections on low setting greatly improved the presentation and looks quite a lot better than even non-RT reflections on High setting. Thank you for such an amazing video and article, Alex you're the best!
@aL3891_2 жыл бұрын
kinda wanted to see (very diffuse) reflections of 47s beautiful dome, ngl
@XXLpeanuts2 жыл бұрын
DLSS seems fixed with a newer DLL, surprised you didnt try that, but lazy devs fault really.
@salehbaghersalimi60082 жыл бұрын
Ray tracing makes everything like a mirror. Is it really like this in real life?? I don’t think so.
@krazyfrog2 жыл бұрын
You should go outside more.
@brady95922 жыл бұрын
It’s not quite out of the uncanny valley yet and there are some off things that are hard to put a finger on - the most accurate tech so far though
@forrandomsites33362 жыл бұрын
@@krazyfrog **walks outside* Ah yes, I can clearly see the grass, plants, trees, ground and rough stone bricks reflecting all the things around it with a clear reflection.
@crestofhonor23492 жыл бұрын
RT only makes everything look like a mirror if the materials aren't correct. Also not everything looks like a mirror
@existentialselkath12642 жыл бұрын
Raytracing doesn't make anything more or less shiny. It simply represents the materials more accurately. If everything looks like a mirror with RT on, that's because it was supposed to in the first place but the older techniques couldn't do it justice.
@zeus11172 жыл бұрын
I think the DLSS bug is related to driver version. I have no such issue at all.
@AFistfulOf4K2 жыл бұрын
He's doing unusual things that most players wouldn't do, like stand in one place for a long period of time. It's still valid to point out though, bugs should be fixed. They shipped an old version of the DLSS DLL file and these issues have supposedly been improved or eliminated in newer versions.
@dreadrechsler82782 жыл бұрын
I'm not sure I understand the problems with performance on AMD hardware. I DL'd the demo on Steam and played through the Dubai scene that the video covers. I maxed out RT settings and most everything else...enabled FSR 1.0, quality mode... and still get 67-80fps average in the Dubai benchmark. Gameplay is butter smooth, again between 60-80fps as in the BM. I'm playing @1440p on an RX 6800 XT / 5800X. I guess the question is...have they dumbed down the quality sliders for the demo? Still, I'm not sure I'd go for it until they roll out FSR 2.0 at least.
@HenryTownsmyth Жыл бұрын
The RT is in about 1% or less of total games that I play. Out of 100% of RT games, I can only enable it in about 10-15% because of the huge frame rate loss.
@doctorfresh3856 Жыл бұрын
YEP! Still doesn't really matter because we don't have affordable GPU's that can handle it with minimal performance loss.
@LBPreviews2 жыл бұрын
I laughed so hard when the dude spazzed out at 5:15.
@pietrycranberry66212 жыл бұрын
I've noticed it on other videos when looking for hitmen ray tracing.
@astrea5552 жыл бұрын
I remember the people saying Raytracing is an useless meme and "proved" it with Hitman's 2 render to texture reflections on some windows. I wonder how they feel about this, lol, lmao. The cost is high though, but it looks a lot better.
@riceeater792 жыл бұрын
In other words, Spiderman Miles Morales on PS5 is still the most graphically impressive open world game with a dense concentration of npcs with RT reflections to release this generation. It's still a LOCKED 60fps (up to 90fps with vrr) @1440p with RT as far as the eye can see in a more complex city & open world with tons more happening on screen at the same time.
@唐志成-k2u2 жыл бұрын
About the weird ghosting appearing on NPC. I found can fix it by replace the original nvngx_dlss.dll(v2.3.2) with v2.4.3(used by evil dead).
@godblessbharat7082 жыл бұрын
47's head is so bright with ray tracing on
@kayeplaguedoc90542 жыл бұрын
DLSS Performance mode has made it so that it runs just as smoothly on my 3080 as it did without the RT on for me, but it gets a little blurry here and there and normally DLSS doesn't so I've still just turned it off.
@mustangunique3214 Жыл бұрын
this was, and IS an amazing video!!!! good job mate. wow.
@bs_blackscout2 жыл бұрын
RT Sun Shadows don't apply to LODs [see trees at 16:25] like they do in GTA V (PS5 /XSX). Does IOI understand how RT works at all? Or DLSS? The implementation feels poor, so heavy and problematic.
@vaynenovus122 жыл бұрын
Agent 47 when looking at glass door: Wide Hitman
@mstewart2482 жыл бұрын
They must have fixed most of these issues since this video was done? I just tried this game on game pass with an I7-8700 and a RTX 2080 and I was able to get 40 FPS in the Dubai benchmark at 4K (DLSS performance) with high raytraced reflections and shadows. I didn’t see DLSS bluring or leaving trails like in this video.
@Dratio2 жыл бұрын
Feels weird to me that RT is the biggest thing being pushed to sell new cards. Spending 60% performance for some shiny reflections doesn't get me hyped at all.
@Phil_5292 жыл бұрын
Shiny isn't what makes them good. SSR can be plenty shiny. Playing games with RT reflections adds heightened realism and the world interacts as you would expect. The overall lighting model is enhanced by having proper RT reflections. It is very expensive but a cool feature for people who have 3080 class video cards.
@colinparks6192 жыл бұрын
My god rt is EXPENSIVE in this game!!
@corzabourne21012 жыл бұрын
really looking forward to the 4090. with 2x the performance of the 3090 i will be able to play this at 40fps instead of 20
@ZackSNetwork2 жыл бұрын
4090 will apparently do Raytracing 3-4 times better than 3090 and be 2x faster in rasterization performance.
@griffgames95382 жыл бұрын
CPU scene-bvh preparation is heavy. Could use better high level caching there.
@ctrlectrld2 жыл бұрын
14:05 This happens to me in Cyberpunk 2077 at 1080p quality mode. Damn scalpocalypse. Besides the internal resolution, it has to be related to the the way DLSS samples the frames in this game, perhaps it's running at a lower sample rate. One curious thing, the same exact thing happens in Elden Ring with its TAA on distant NPCs. It has to be related to temporal sample rate somehow in both cases. 14:42 Doesn't this look a lot like Control with the early DLSS iterations? That one too played in 1080p, can't remember the DLSS quality setting, but reflections in there looked quite the same, a grainy soup. Btw man, for the life of me I can't find peace about missing out on Dream Theater and Devin Townsend! I couldn't go. DAMN. I can't even begin to imagine the magnitudes of blast that it must have been 🤯
@NaruCedSuke2 жыл бұрын
I noticed a huge performance difference on frametimes compared with the old version of Hitman, right now it's a mess
@jonathanxdoe2 жыл бұрын
15:55 It's called the Morbius effectç when performance tanks so much that people get a farty aura
@drumjod2 жыл бұрын
It would be really great if Alex could pause for a second or 2 at the end of each statement. The audio for the entire video is non-stop, no pauses, almost like a run-on sentence.
@NicolasSilvaVasault2 жыл бұрын
12:38 we really hitting the ceiling with this game? already? 30fps at 720p, i understand this trilogy was already demanding both gpu/cpu, but this was clearly built for next gen gpu in mind
@bobdrakenzil47852 жыл бұрын
I was sleeping on those for a long time, since I don't usually like stealth games. Started doing them all in order from within hitman 3. Those games are a lot of fun!
@pcgameboy84072 жыл бұрын
Man they clearly didn't optimize the RT at all. Other games that have better Rt, and visuals have better fps results.
@existentialselkath12642 жыл бұрын
Reflections on glass, rough surfaces, countless npcs, and reflections in reflections. Definitely not the best performance but a lot of the more optimised games your thinking of likely don't have the same quality either
@thenonexistinghero2 жыл бұрын
Thing is... it's hard to optimize. It simply costs a lot of power. It wil be an issue until the hardware catches up.
@goncaloduarte46832 жыл бұрын
I was going to disagree saying that there's way more NPCs being reflected, but then I remembered that the Low settings doesn't have that huge number of NPCs being reflected. Now comparing it with what Insomniac did with Spider-Man, this implementation looks poor, if you compare to the Low settings in Hitman, Spider-Man visually looks better while it dropping from 60 to 40fps compared to dropping from 150 to 50fps on AMD hardware as shown in this video.
@mbsfaridi2 жыл бұрын
They optimised it for Inte's Arc GPUs. DF talked about this in the weekly podcast.
@maineman57572 жыл бұрын
Raytracying reflections setting is busted and buggy. Shadows randomly disappearing and reappearing. Combine that with it's HEAVY cost I recommend it off.
@skilarbabcock2 жыл бұрын
Honestly I'm every game with raytraving, I would say low raytraxing option still looks better than the cube maps used. Cube maps are so grossly low res that it's practically not worth it. Same with SSR
@lawyerlawyer12152 жыл бұрын
I’ve just finished building my pc with a Ryzen 7 5800x , an Nvidia RTX 3070ti , a 2tb SSD , 32GB of ram and water cooling. It was quite expensive for my income , but I justified it thinking , this is not super high end , bud definitely high end , I should be good to go for at least 5-6 years. I tried This game with RT reflections medium settings 4k DlSS quality , and I was barely achieving 30 fps. I think I should have waited for the 4070 to drop 😢
@Phil_5292 жыл бұрын
Yeah 4070 is probably going to offer around 3090 Ti performance for a much lower price. Bad time to build a new PC since Ampere and Zen 3 are both getting replaced within 6 months and the 3070 Ti has always been bad value. On the flip side.. this game isn't the best case scenario for RT. Check out Guardians of the Galaxy/Metro Exodus EE/Control/Cyberpunk 2077/Watch Dog Legions/Minecraft RTX/Quake RTX for better RT.
@lawyerlawyer12152 жыл бұрын
@@Phil_529 oh I got the 3070 Ti because the guys at the local store where I bought all the components made me a deal , they offered to swipe the 3070 I had chosen for a 3070 ti for extra 45$ , and I felt it was a really good deal even if the performance boost is small. And yeah , I really wanted to wait. I was aware of the upcoming technologies , but I had a bit of a complicated situation. On one hand , I needed a pc for work right now , because mine died. Just excel and stuff. And I felt kind of stupid buying a 400$ laptop now and in 6 months building my definitive pc and leaving that laptop into forgiveness 😅. On the other hand , I’ve been wanting to build this pc for over a year and a half , and I’ve been holding back, because the price for it , was insane , with the scalping and shortage situation. I was now being offered nearly every component, at MSRP , and I got scared that if I did waited , the launch of the new cpus & GPUs caused another market rise , chip shortage gets felt again , everything gets out of stock and scalpers attack again. But damn… i think if the 4070 isn’t very expensive , I might try to sell the 3070ti and pay the difference at launch
@niebuhr61972 жыл бұрын
Your mistake is 3070ti + 4k. With RT that gpu should be 1440p at best.
@lawyerlawyer12152 жыл бұрын
@@niebuhr6197 I couldn’t afford a 3080 :( And i don’t like 1440p , I’ve heard many people say that on a 32 inch monitor like mine , the quality difference between 1440p and 4k is not worth the performance difference, but each person is different. I see people saying jumping from 60 to 120fps is night and day. But in the kind of games I play I honestly barely notice the difference. Yes it feels a bit more fluid , but it changes nothing important for me. But on the other hand , after experiencing the beautiful crisp image of 4k gaming. I feel 1440 super blurry and low quality . So yeah , I was trying to build a 4k gaming pc , but the 3080 was just at least 400$ more expensive wherever I looked , and I was already in my budget limit. I stil hope my ryzen 7 5800x/asus tuf RTX 3070 ti OC , and 32gb of ram combo , will get me to 4k 60 with ray tracing , with some minor adjustments in settings in most games.
@HuntaKiller912 жыл бұрын
One yr with 3060Ti i only turn on rt for 10secs in every game at 1080p but prefer to use high+dlss instead 😅
@MrSTVR2 жыл бұрын
15:46 SHINING JUSTICE
@robertforster89842 жыл бұрын
Thanks for the quality work Alex. Do they still have their old raytracing mode as an option? Or was that completely replaced by this much heavier implementation.
@sawomirbartosiak24872 жыл бұрын
Dubai itself is not the worst scene that weighs on any GPU. There are also other places where the reflections set to medium with DLSS performance are very poorly playable in 4K. I recorded drops below 40fps on the RTX 3080. Also, although the rebound improves many scenes, it causes a dramatic drop in performance. Therefore, the only solution is to set it low for 4K and medium for 1440p. Only this setting with DLSS will guarantee a constant 60fps
@SolidBoss72 жыл бұрын
Wait, how do you change reflections to low, med, high? I thought there was only a toggle for on/off.
@richardtucker59382 жыл бұрын
find the 'reflection quality setting' it will mention how it also affects rt reflections when they are toggled on
@SolidBoss72 жыл бұрын
@@richardtucker5938 ahhhh thank you!
@richardtucker59382 жыл бұрын
@@SolidBoss7 my pleasure 'kept you waiting huh?'
@SolidBoss72 жыл бұрын
@@richardtucker5938 ❤️
@ivey774262 жыл бұрын
Years are passing by, yet Ray Tracing still remains as an expensive gimmick
@riceeater792 жыл бұрын
In other words, Spiderman Miles Morales on PS5 is still the most graphically impressive open world game with a dense concentration of npcs with RT reflections to release this generation. It's still a LOCKED 60fps (up to 90fps with vrr) @1440p with RT as far as the eye can see in a more complex city & open world with tons more happening on screen at the same time.
@vewu292 жыл бұрын
@Salt Maker Right? like why cry about rt when you don't have to use it at all lol.
@ivey774262 жыл бұрын
@Salt MakerDon't be angry, kiddo. It's true those rt-reflections suck, but you should not be upset about it! What matters is if a game is good or not.
@bombadt-yt98182 жыл бұрын
I appreciate the WIDE Agent 47 on the thumbnail
@johngalactus40142 жыл бұрын
Hitman.. I mean the hit to the performance man... It's crazy.
@Platinumcoated2 жыл бұрын
Looks great, but doesn't look like they implemented reflective strenght based on angle. Like the reflection should become almost invisible when looking into a surface at a right angle
@richardtucker59382 жыл бұрын
That wouldn't be something they need to implement from the ray tracing side, optically it would work that way purely based on the angle of incident of the ray to surface. If that is an issue then it would be the material response, not the ray itself. Comparing to the ssr, surfaces can be less reflective /show more subtle reflection suggesting to me that at least this is simulated.