7/11/2023 0 Comments The ascent ray tracing greyed out![]() PC gamers can enable/disable individual RT effects, so that’s at least a good thing. In fact, the RTX3080 was unable to even offer a constant 30fps experience at 4K/Ultra. Due to this enormous performance hit, our RTX3080 was unable to run the game with 60fps at anything higher than 1080p. By enabling them, our performance was reduced by 66%. And, as we can see, these Ray Tracing effects are really demanding. The Ascent uses Ray Tracing in order to enhance its Shadows, Reflections and Ambient Occlusion. In The Ascent at 4K/Ultra, we are looking at a 40-51% performance boost. ![]() Thankfully though, and similarly to Escape from Naraka, DLSS Quality brings major performance improvements. Without any of the Ray Tracing effects, the NVIDIA GeForce RTX3080 can run the game with 60fps, even at 4K/Ultra. Therefore, we’ve benchmarked the game’s first map which uses all of the Ray Tracing effects. The Ascent does not come with a built-in benchmark tool. As such, we’ve decided to benchmark them.įor these benchmarks, we used an Intel i9 9900K with 16GB of DDR4 at 3600Mhz, NVIDIA’s RTX 3080, Windows 10 64-bit, and the GeForce driver 471.41. Powered by Unreal Engine 4, The Ascent supports both Ray Tracing and NVIDIA’s DLSS. So until that changes, this feature can give you a glimpse at the future before it’s really here.Curve Digital has just released the isometric action shooter RPG, The Ascent. But most people have something like a GTX 1060, and this feature really exists to make you feel like you should upgrade.Īt the same time, you’ll notice that very few games actually support DXR. If you have a 1080 Ti, you can probably get some games running decently well at 1080p with DXR on low. So DXR can function on GTX, but should you actually turn it on? Sure, but probably just to see what it looks like. But it’s going to take an RTX card to accomplish that. When it works, like in Metro: Exodus, it looks incredible. For this effect to work, you need a lot of rays in every situation. Unlike reflections or shadows, you can’t really tone down GI too much. And that also uses really intense reflections, which causes even the GTX 1080 Ti to run at under 10fps.įinally, global illumination is probably just not going to run well on any non-RTX video card. That said, the only thing that uses DXR AO at the moment is the Star Wars Reflections tech demo. And it doesn’t take a lot of rays to calculate the way those spaces should look. This makes corners and nooks slightly darker due to the way light bounces around. Finally, if the rays intersect with complicated materials, like a dirty mirror, that makes it even more challenging.ĭXR ambient occlusion is another efficient use of ray tracing. It also fluctuates depending on the number of bounces those rays make. This difference in performance comes down the number of rays a game needs to send out into the environment. Upcoming nuclear adventure Atomic Heart only hits about 15fps on 1080 Ti, but it gets above 50fps on 2080 Ti (or 71fps with DLSS). The RTX are still processing the DXR significantly faster even before you count DLSS, which is the dark-green on the bars below.Īdvanced reflections and ambient occlusionīut even shadows and reflections can destroy performance in certain games. And the results are similar to the reflections in Battlefield V. Shadow of the Tomb Raider, as the name suggests, uses DXR to create dynamic shadows. If all you’re using ray tracing for is shadows, you can squeeze out some viable framerates from many of the GTX cards. In all of these charts, you’ll see that the RTX cards are significantly faster, but here the RTX is “only” 2.3-times faster than the 1080 Ti. You can definitely boost performance by lowering DXR and running at 1080p, but this is just about comparisons. Of course, the 1060 is only going to get 12 fps. And that’s one of the implementations that could run OK on GTX cards.Īt 1440p with ultra DXR, you’ll get 30 frames per second with a GTX 1080 Ti. Nvidia’s earliest demo workhorse was Battlefield V, which only uses DXR for reflections. ![]() The most common use of DXR so far is to add reflections and shadows to games.
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