Tuesday, March 19th 2019

Shadow of the Tomb Raider RTX Patch Now Available: RTX and DLSS Enabled

A new patch has become available for Shadow of the Tomb Raider, which updated the game to the latest graphical technologies in the form of RTX and DLSS. The PC port of the game has been handed by developer Nixxes, which partnered with NVIDIA to work on adding ray-tracing enabled shadows to the game (there's a thematic coherence there if I've ever seen one).

Shadow of the Tomb Raider comes with three RTX settings options:
  • Medium: Enables shadows for selected point lights only.
  • High: Enables additional spot and directional lights, including the sun, replacing traditional shadow maps.
  • Ultra: Improves on this by adding translucent shadows and additional rays for a higher quality result, at a significant performance cost.
For users that want to give their RTX-powered cards a try on a new game, they'll need an NVIDIA RTX graphics card (at least until April brings with it the Pascal and RTX-less-Turing support), as well as Window 10 update 1809 or higher and Nvidia's latest drivers 419.35 and up. This may be a case of too little too late, though; the game was originally announced as supporting NVIDIA's RTX staples way back in April of 2018, for a game that was released in September of the same year.

Update: We have posted an article examining the effects of RTX and DLSS in Shadow of the Tomb Raider.
Source: Steam
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12 Comments on Shadow of the Tomb Raider RTX Patch Now Available: RTX and DLSS Enabled

#2
Solaris17
Super Dainty Moderator
Yikes, I wish this came a bit sooner, Iv already played through it. Not that it has no replay ability. Its a really great game. Im just in another list of games now. I was really looking forward to playing it with RTX and DLSS though. The game is stunning.
Posted on Reply
#4
Chrispy_
I hate these canned examples of RTX ON vs OFF.

Sure, the dynamic shadows with RTX ON look good, but claiming that dynamic shadows are absent without RTX is just straight-up lies.

Hundreds of games across dozens of game engines have been doing half-decent dynamic shadows for multiple light sources for over a decade, FFS!
Posted on Reply
#5
W1zzard
jabbadap@W1zzard are you going to review this?
working on this as we speak
Posted on Reply
#6
cucker tarlson
I loved how HTFS looked on the sunny streets of SF in WatchDogs2.Absolutely astonishing.Too bad it tanked perfromance like you wouldn't believe.Let's hope RTX shadows can do better.
Posted on Reply
#7
Pruny
no reflections raytraced, wth :confused:
Posted on Reply
#8
Lightning
Behold : the second dxr enabled game ! It's not like it was supposed to come out last year, alongside BFV to help push the 20 series sales.
Posted on Reply
#9
pky
"It just works... after 6 months of optimization"
Posted on Reply
#10
NdMk2o1o
Why when there are dedicated cores for rtx does the performance suffer so much when it's enabled, surely if they're being handled by dedicated hardware then general performance shouldn't suffer as bad as it does when rtx is enabled unless the rtx cores aren't up to the task and it starts to eat into the shader cores. Not the best demo videos to showcase it, please give me nice looking shadows for 50% less performance where I am not even going to be noticing or looking in game.
Posted on Reply
#11
rtwjunkie
PC Gaming Enthusiast
NdMk2o1oWhy when there are dedicated cores for rtx does the performance suffer so much when it's enabled, surely if they're being handled by dedicated hardware then general performance shouldn't suffer as bad as it does when rtx is enabled unless the rtx cores aren't up to the task and it starts to eat into the shader cores. Not the best demo videos to showcase it, please give me nice looking shadows for 50% less performance where I am not even going to be noticing or looking in game.
Presumably because they need a lot more of those cores, and faster couldn’t hurt either.
Posted on Reply
#12
NdMk2o1o
rtwjunkiePresumably because they need a lot more of those cores, and faster couldn’t hurt either.
So it's another Physx? They initially said standard GPU can't handle this, it needs dedicated cores.... then, they didn't work out all that great and improvisations on the tried and tested GPU core, shaders etc worked out better than trying to reinvent the wheel and poof, dedicated physx was a thing of the past cause modern day GPU's are more than capable of handling multiple complex tasks at one time.
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