0:38 Weirdly enough the flickering was more realistic as it is more fitting to a moving light source like flames. The static raytraced shadow does not fit to a dynamic light source like fire.
Because they half assed the RT Shadows implementation. Also the broken frame drops even while standing still and god awful stuttering kills the fun when RT is on. HOWEVER we can edit the rasterized shadows resolution in the config file ENGINESETTINGS in appdata/roaming. Set "Size" to what you want. Set mine to 8192 and looks just as crisp as RTing shadows without the perf hit. Every single blade of grass isnt shaded though like RTing, but most dont care about it and it's a good trade off with the massive stuttering from RTing.
@@saltmaker5353 what copium , the only time it made a huge difference was for the bushes and high grass but then again, the base results without rt didn't made me want to say..." Hum it lack shadows" And yes Da I care, because I am curious about a game that really enjoyed playing Stop being Cringe Can't your read " I usually care about raytracing "😅 As for : " in this game I couldn't care less" Played it without rt and never Felt compelled to use it , it wasn't a necessity to have a nice visual experience.
@@saltmaker5353 just bruh.. If you can't admit the amazing work the devs have put up for this game when it comes to rasterizing the shadows ( hand made, thus baked ) it's on you .🤷♂️
Not really well implemented as it introduces huge fraptime spikes when panning the camera... It forces you to enable frame generation to smooth this spikes (most people playing the game after this update report the same stutter no matter what is their rig , like 4090/7800x3d 4090/13900x...) On my end 4090 with 5900x 4k ultra around 90fps no dlss and as soon I enable RT it stutter like hell on camera pan, even with dlss quality or lower, the fact the stutter happen everytime you pass a defined point on a 360 camera pan shows it is the game faults, add to that that I've tried everything and upon testing I noticed that those freeze happens at the same moment (again while doing a 360) it happens in rasterize version, except in rasterized you get like 1 or 2 frame at a few more Ms, in RT it begin with a frame at double or triple the frame time to slowly go back to normal framrime causing a feeling of sticky camera trying to catch back
@@Dexion845 RT is not an "artistic choice" HAHAHA RT is literally treating light the way it works IN REAL LIFE. millions of light rays are traced and bounce around things , just like they do in real life, to obtain a realistic image. If it looks that way, its beacuse on that particula scene thats closer to how it should look irl. Yall so convinced of rt being a gimmick that nvidia wants to push, that refuse to actually read whats behind the technology and why it makes all the sense in the world
@@Dexion845 i think the issue lies in the 3D representation of grass which results into the shadow that corresponds to that representation where grass in real life is more dense and more complex than in videogames even today
This looks just gorgeous! I wonder if it supports (or allows to enable RT effects on) olden gen GPUs like Pascals. Games like CONTROL, Quake2, or some other modern titles (like Trail Out) do allow ray tracing on older GPUs - the performance is poor, sure, but at least the feature isn't forced to be blocked completely, and I really appreciate that care for the customer.
It‘s not the sharpness of the shadows that is the big upgrade, but it removes the noise that I did find very distracting like in the shot of the fire. Hardly worth the performance cost overall, but if you have the performance overhead a great upgrade that helps the game have less moments in which the immersion breaks.
APT:R doesn't need raytracing because the engine does the clever job of making lit surfaces being light emitters too. By that they accomplish a similar effect of indirect light without raytracing. You can see that in photo mode when removing other characters standing close to Amicia: She becomes darker as the surface of the other removed character models was also a light emitting source. Raytraced shadows here are problematic because they a) reduced the effect of the indirect light and b) disclose less detailed mesh in the distance as the shadows are less detailed too (see 0:50). You better improve the shadows by editing the ENGINESETTINGS file and set the values of the section "Shadows" to the highest possible detail.
I have a 7900xtx, all i want is the best detail with no up scaling, im dialing back some settings to get 60fps 4k , this seemed a good option on the go list, perhaps a 4080 or 4090 would do better, Its a great game i play at nearly at maximum settings.
Looks good but unless your system was configured with rtx in mind, it will drop your fps too low. Already a decently demanding game, you have to either have a 3090 or a 1080p monitor to make it viable.
if the object is close to the ground then yes it SHOULD be that sharp, and far object shadow should be blurry. Notice that when the ray tracing is on the characters shadow is sharp but other surroundings shadow like trees are not that sharp and thats how shadow in reality works. Notice that when the ray tracing is off the character's shadow and other surroundings shadow have the same sharpness, and it is not realistic
Yup, really bad implementation, the point of having RT shadows, to me, is to have more diffuse shadows the farther the object is from the surface where the shadow is casted. This implementation is just equivalent to having a higher res shadowmap...
Nah not bad implementation. Is just the game environment/light is static so the devs use baked lighting instead. Which is great cuz you can get realistic lighting without need rtx/high end specs The only thing that looks different on rtx is moving object shadow. Cuz you cant implement baked lighting on moving object
Most of the time the penalty comes from the ray tracing structure. Let say 15% of that performance is just this structure. So adding ray traced reflections would probably just cost another 5-8%. This is the downside and upside to ray tracing. Adding more features does not increase the penalty that much after this structure is already in place.
Raytracing still has a long way to GO ... i don't know why with the launch of the 4000 series everybody is going crazy that now there are so many games with raytracing ....you can barely spot the differences and the impact on performance is stil huge, + it's like the movies a movie has to be created with 3D from the ground up so that the 3D look good and not just a gimmick .. the same is with game engines, most of the engines used in so called ray-tracing games have ray-tracing stuck on top of it, Control is still the lance of proper raytracing, battlefield, and that's it i can't remember another game that with RAY TRACING enabled really looks at least 30% + more awesome... the are barely reach 5-10% more fidelity, that means that during gameplay it isn't observable.