Wednesday, October 17th 2018
Remedy Shows The Preliminary Cost of NVIDIA RTX Ray Tracing Effects in Performance
Real time ray tracing won't be cheap. NVIDIA GeForce RTX 20 Series graphics cards are quite expensive, but even with that resources the cost to take advantage of this rendering technique will be high. We didn't know for sure what this cost would be, but the developers at Remedy have shown some preliminary results on that front. This company is working on Control, one of the first games with RTX support, and although they have not provided framerate numbers, what we do know is that the activation of ray tracing imposes a clear impact.
It does at least in these preliminary tests with its Northlight Engine. In an experimental scene with a wet marble floor and a lot of detailed furniture they were able to evaluate the cost of enabling RTX. There is a 9.2 ms performance overhead per frame in total: 2.3 ms to compute shadows; 4.4 ms to compute reflexions; and 2.5 ms for the global denoising lighting. These are not good news for those who enjoy games at 1080p60.
Remedy may be able to reduce that impact in the final version of its engine and in the game, but those 9.2 ms will clearly influence the framerate we can achieve. Playing at 30 fps requires 33 ms and playing at 60 fps requires 17 ms per frame. If we enable NVIDIA's RTX effects that would translate to a framerate of about 40 fps during the game with a 1920x1080 resolution on a GeForce RTX 2080 Ti. The result is excellent visually: clearer shadows and reflections that are independent of the camera and angle show up and give a photorealistic finish to the game, but the cost is high. Too much, maybe?
Source:
Golem
It does at least in these preliminary tests with its Northlight Engine. In an experimental scene with a wet marble floor and a lot of detailed furniture they were able to evaluate the cost of enabling RTX. There is a 9.2 ms performance overhead per frame in total: 2.3 ms to compute shadows; 4.4 ms to compute reflexions; and 2.5 ms for the global denoising lighting. These are not good news for those who enjoy games at 1080p60.
Remedy may be able to reduce that impact in the final version of its engine and in the game, but those 9.2 ms will clearly influence the framerate we can achieve. Playing at 30 fps requires 33 ms and playing at 60 fps requires 17 ms per frame. If we enable NVIDIA's RTX effects that would translate to a framerate of about 40 fps during the game with a 1920x1080 resolution on a GeForce RTX 2080 Ti. The result is excellent visually: clearer shadows and reflections that are independent of the camera and angle show up and give a photorealistic finish to the game, but the cost is high. Too much, maybe?
85 Comments on Remedy Shows The Preliminary Cost of NVIDIA RTX Ray Tracing Effects in Performance
$1200 card achieving 40fps is an “achievement” :wtf:
Excellent excellent perfomance in ray tracing NVIDIA i need two of this to put in nvilink but i pasa of waste 70$ in the nvilink conector....
Welcome to the future, kick back and enjoy it.
There’s NOTHING amazing about this other than your warped idea of achievement.
This is NOT ready for the consumer space no matter how hard you try to spin it, and boy are you trying to spin it
Also, that quote from nVidia: i remember reading about it a while back. There's no way gamers will be content with playing 1080p @ 30 FPS, regardless of "how beautiful it is".
best way to look at it really is :
I already have a graphics card that plays all the games don't need to spend £1300-1500.
No point people getting all salty about the price\tech\value, because you cant afford or dont think its worth it.
you don't have to buy one or more, simple, whats the problem ?
I know i don't need or want one, so the price or tech is not an issue. :)
Leap frog away, just let us know when that happens.
Ignacio Llamas is Senior Manager of Real Time Rendering Software at NVIDIA
&
Edward Liu is a Senior Real Time Rendering Engineer at NVIDIA
Shame.