Please give this video a thumbs up if you liked it and feel free to comment below or ask me anything. It will help me to get recognized by youtube's algorithm. Thanks! :) How to install Path Tracing Mod for Resident Evil 3 Remake: github.com/praydog/REFramework/actions/runs/8888177993 1. Download the RE3 archive (make sure you have signed in into your Github account). 2. Extract the dinput8.dll file from the archive into the Resident Evil 3 folder next to the main re3.exe file. 3. (Optional but recommended) Download the UpscalerBasePlugin archive: www.nexusmods.com/site/mods/502?tab=files 4. Download the nvngx_dlss.dll file: www.techpowerup.com/download/nvidia-dlss-dll/ 5. Extract the PDPerfPlugin.dll file from the UpscalerBasePlugin archive and the nvngx_dlss.dll file into the Resident Evil 3 folder next to the main re3.exe file. 6. Launch the game, the REFramework window should appear, head to the Temporal Upscaler option and choose DLSS. 7. After enabling DLSS, head to the graphics option in the REFramework window and enable Ray Tracing Tweaks. After that choose Pure Path Tracing. 8. Play the game with DLSS 3.7 and Path Tracing.
I'm going to give it a go this week when I have a little time. Thanks for the guidance. (Okay, I did it just now, Holy Smokes!! This is beautiful, and completely playable!)
A few important notes: 1. Just like in RE2 and RE4, RE3 with Path Tracing also received quite noticeable improvements in GI, reflections and especially Path Traced shadows. However, RE3 has one major issue: most of the flashlights (as a light source) doesn't cast any shadows at all with Path Tracing enabled. In this scene 2:00 the flashlight is lying on the ground behind Jill's back, showcasing one of the worst scenarios. This is clearly a bug and it should be fixed in future versions of the mod. 2. This Path Tracing mod doesn't have any denoiser at the moment. At 4K it's not a big issue though. 3. Custom FOV was used in this video for better viewing. It's part of REFramework, so no additional mods were installed. 4. DLSS related issue: with Path Tracing and DLSS enabled, the image will have a very noisy look with white shimmering pixels on the whole screen in motion. To fix this you'll need to "allow engine TAA" in the debug options of temporal upscaler, but the image may look a bit more blurry.
Hmmm, the flashlight not casting shadows is actually just the light source being too diffuse, rendering the shadow extremely soft thus losing out the distant details like the grates. You can clearly see that small details and the rest of the scene is receiving shadows.
I remember saw a tvideo in wich you can maintain the playable camera during cutscenes, in those cutscenes you can see that the developer manipulates the light a lot in order to give certain aspect to the scene. (it is very noticable in the a cut scene in a subway where the lights intentionally does not match the ambient illumination), so sometines not so realistic ambien light was intended to look better.
Impressive performance jump of Ray tracing over Path Tracing. Not a 3percent jump or even a 20 percent jump but a 200 percent jump in performance over path tracing. WOW. I now what I'm going to be playing at.
Как по мне ,изменения с лупой надо искать. Что RT, что PT. Сам владею 4080 Super, RT включаю конечно, но без него ранее не хуже выглядели тени и отражения в играх. А зачастую даже лучше. Потому что всё это вручную рисовалось. И чтобы нарисовать не хуже, нагрузка на RT ядра видеокарты будет очень серьёзная. Не каждая видеокарта справится. Лишняя нагрузка на чип, которая приводит к повышенному потреблению. С данной технологией облегчат задачу дизайнером уровней но видеокарты для игр перестают быть энергоэффективными. Страшно представить что будет с потреблением топовых и предтопавых карт 5000 серии и далее. А ведь могли бы вместо RT ядер увеличить количество других ядер было бы полезнее. Возможно даже к этому придут со временем, ведь закон Мура уже не работает. А продавать новые карты как-то надо будет. Вот и уберут со временем неэффективные ядра, без которых можно обойтись и наростят колличество других, более необходимых.
for some reason the DLSS dll file is causing the game to crash at start up. I even tried to copy an existing DLSS file from another game and it still crashes for me. I have a AMD Ryzen 9 5950X and a RTX 3090. Update: Nvm, got it working, I downloaded an older version of the plugin by mistake. The only issue now is that there's tons of noise with Path Tracing :( I'm assuming you need a 4000 series card to run the mod without noise :/. Unless it's HDR causing the problem? idk, I feel like it wouldn't cause it though.
Looks really nice I am tempted to try it out but the lack of any de-noising is pretty obvious...maybe the worst part of it. If you could just force Ray-Reconstruction like DLAA that would be something.
Path tracing looks amazing here and same with the other RE games you tested (currently own RE2/RE3) , just have a question. it's worth using path tracing with an i7-12800HX + 3070Ti (Laptop) ?
Could you please test this at native 1440p (with traditional AA techniques but no DLAA) VS 1440p with DLAA and then do the same at native 4K (no DLAA/upscaler) VS 4K using DLAA? I'd like to see the performance in this extremely demanding mode/mod at native resolutions and the image quality they can provide.
@@brutlern actually it's because the frame rates dropped and it's less frames to work with that's basically bringing the temps down nothing due with bad gpu or anything
No, they didn't. I adjusted the gamma,black and white levels as indicated by developer, and it looks gorgeous to me. The creator of the video didn't adjust anything as it looks very washed out.
RE3 has one major issue: most of the flashlights (as a light source) doesn't cast any shadows at all with Path Tracing enabled. In this scene 2:00 the flashlight is lying on the ground behind Jill's back, showcasing one of the worst scenarios. This is clearly a bug and it should be fixed in future versions of the mod.