Wednesday, November 13th 2019
Crytek Releases Hardware-Agnostic Raytracing Benchmark "Neon Noir"
Crytek today released the final build for their hardware-agnostic raytracing benchmark. Dubbed Neon Noir, the benchmark had already been showcased in video form back in March 2019, but now it's finally available for download for all interested parties from the Crytek Marketplace. The benchmark currently doesn't support any low-level API such as Vulkan or DX 12, but support for those - and the expected performance improvements - will be implemented in the future.
Neon Noir has its raytracing chops added via an extension of CRYENGINE's SVOGI rendering tool that currently Crytek's games use, including Hunt: Showdown, which will make it easier for developers to explore raytracing implementations that don't require a particular hardware implementation (such as RTX). However, the developer has added that they will add hardware acceleration support in the future, which should only improve performance, and will not add any additional rendering features compared to those that can be achieved already. What are you waiting for? Just follow the link below.System requirements:
Sources:
Cryengine Marketplace Neon Noir, via Neon Noir
Neon Noir has its raytracing chops added via an extension of CRYENGINE's SVOGI rendering tool that currently Crytek's games use, including Hunt: Showdown, which will make it easier for developers to explore raytracing implementations that don't require a particular hardware implementation (such as RTX). However, the developer has added that they will add hardware acceleration support in the future, which should only improve performance, and will not add any additional rendering features compared to those that can be achieved already. What are you waiting for? Just follow the link below.System requirements:
- AMD Ryzen 5 2500X CPU/Core i7-8700
- AMD Vega 56 8 GB VRAM/NVIDIA GTX 1070 8 GB VRAM
- 16 GB System Ram
- Win 10 x64
- DX11
56 Comments on Crytek Releases Hardware-Agnostic Raytracing Benchmark "Neon Noir"
I am assuming AMDs low cost Navi 23/console version will be open sourced but very limited in terms of impact. Plus 7nm Ampere will scale up and sadly all but obliterate their initial response.
A game engine maker ,Crytek has a demo that does ray's.
This is my tamest reply btw.
Navi 23 is way out there and irrelevant or trust I would say more on the shilly connection you just made between it and low cost, something it Won't be.
Assume this useless tat in a pm to yourself next time.
2070 super: 2560 cuda, 64 rop,256-bit gddr6 1880mhz avg.
there's 14% between them.that's still a lead,not a small one,but this is nothing once pricing is involved.nvidia offers better oc and rtx (plus other features,like nvenc and ulmb) and that's why they're staying ahead of 5700xt but considering only rasterized performance only at stock I'd say amd is better perf/price
like this?
www.geforce.com/whats-new/articles/stunning-videos-show-unreal-engine-4s-next-gen-gtx-680-powered-real-time-graphics
P.S. That's something that Nvidia could have done in the past with their PhysX and other effects, but unfortunatelly they failed to see past their arrogance.
I ran the benchmark at the below settings.
Stayed above 40 FPS (43.2) highest was above 60 FPS (63-66)
On Ultra and 2K resolution, I was able to pull 7192 on the benchmark
RT Ultra:
- 1080p: 10071
- 1440p: 6495 (6803 with a small OC)
RT Very High:
- 1080p: 11959
- 1440p: 7818
Very high has obviously lower resolution, both have temporal artifacts (more noticeable at RT Very High).
What I assume is a cutoff point from RT to voxels seems to be closer at Very High as well.