Monday, December 3rd 2018
DICE Prepares "Battlefield V" RTX/DXR Performance Patch: Up to 50% FPS Gains
EA-DICE and NVIDIA earned a lot of bad press last month, when performance numbers for "Battlefield V" with DirectX Raytracing (DXR) were finally out. Gamers were disappointed to see that DXR inflicts heavy performance penalties, with 4K UHD gameplay becoming out of bounds even for the $1,200 GeForce RTX 2080 Ti, and acceptable frame-rates only available on 1080p resolution. DICE has since been tirelessly working to rework its real-time raytracing implementation so performance is improved. Tomorrow (4th December), the studio will release a patch to "Battlefield V," a day ahead of its new Tides of War: Overture and new War Story slated for December 5th. This patch could be a game-changer for GeForce RTX users.
NVIDIA has been closely working with EA-DICE on this new patch, which NVIDIA claims improves the game's frame-rates with DXR enabled by "up to 50 percent." The patch enables RTX 2080 Ti users to smoothly play "Battlefield V" with DXR at 1440p resolution, with frame-rates over 60 fps, and DXR Reflections set to "Ultra." RTX 2080 (non-Ti) users should be able to play the game at 1440p with over 60 fps, if the DXR Reflections toggle is set at "Medium." RTX 2070 users can play the game at 1080p, with over 60 fps, and the toggle set to "Medium." NVIDIA states that it is continuing to work with DICE to improve DXR performance even further, which will take the shape of future game patches and driver updates.A video presentation by NVIDIA follows.
NVIDIA has been closely working with EA-DICE on this new patch, which NVIDIA claims improves the game's frame-rates with DXR enabled by "up to 50 percent." The patch enables RTX 2080 Ti users to smoothly play "Battlefield V" with DXR at 1440p resolution, with frame-rates over 60 fps, and DXR Reflections set to "Ultra." RTX 2080 (non-Ti) users should be able to play the game at 1440p with over 60 fps, if the DXR Reflections toggle is set at "Medium." RTX 2070 users can play the game at 1080p, with over 60 fps, and the toggle set to "Medium." NVIDIA states that it is continuing to work with DICE to improve DXR performance even further, which will take the shape of future game patches and driver updates.A video presentation by NVIDIA follows.
66 Comments on DICE Prepares "Battlefield V" RTX/DXR Performance Patch: Up to 50% FPS Gains
NVIDIA sucks.
NVIDIA is ripping everyone off.
NVIDIA is a monopoly.
DXR sucks.
DXR performance sucks.
RTX buyers are alpha testers for DXR/Vulkan RT.
Except, DXR is brand new; currently used in just one game; it's the first implementation ever; we're already seeing impressive gains with just one patch and devs have promised that performance is gonna get even better.
And ... programmable shaders, which are used in close to 100% of modern games, were also first introduced by NVIDIA in 2000 and they have a similar history.
Until then... this is no guarantee for the end performance of RTX. If it only works proper after meticulous optimization and Nvidia devs stepping in, it still won't be consistent or useful. But maybe it really is a learning process we're seeing unfold live in front of our eyes.
Even the weapon itself looks like a lower quality version
"Except, DXR is brand new; " That's what green guys did with Vulkan etc. in the case of AMD.
Those shots u posted say it all. They just had the engineering teams crank down a whole load of stuff to get the fps up.
So now we have the oxymoron that is, we now have next gen Ray-Traced graphical fidelity, the holy grail if you will, paired with medium detail textures and effects resembling games from 2012. Welcome to the future indeed.
I think we should be aware that this implementation of DXR is a mixed bag of rasterization with an RTRT layer on top. There are two broad ways to implement quality differences: the way you use the rays themselves, and adjustments to the materials they are used on. Lowering model quality will have a positive effect on the RT performance. So while the RT spec may have remained unchanged, the performance is extracted by using lower quality assets underneath.
In brief: DXR may well have the knock-on effect that each preset also alters the other game graphics quality settings. Either while being honest about it, or not. I'd be most curious about the actual power draw differences with pre- and post-patch content. What are those CUDA cores doing right about now? And are they still idling?
"Nvidia, the way its meant to be blurred."
I mean, with the exact same amount of decrease in the level of detail of matterials you won't see a 50% performance increase WITHOUT ray tracing in use.
but it's impossible to find out how much of an impact those decreases can cuase in the normal rasterization performance.
Or even just trying it with 1080Ti, but I don't think Nvidia would allow that.
They could also take screenshots and compare quality of output, but that technology doesn't exist yet.
Full optimization DXR off.