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Battlefield V Tides of War GeForce RTX DirectX Raytracing

W1zzard

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Something doesn't seem right: the "new" ultra is faster then the "old" low across all resolutions. There's just no way that can be done without messing with image quality.
Let me reword your question: "why can game A look better and run faster than game B, both at the same time?"
 
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it nice, if you look at the big picture it feel so mutch more natural with RT enable, natural like the reality, in normal games you instantly feel that it's synthetic and many thing look totaly out of place.
 
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I guess overclocking only improves Rasterization performance which is bottlenecked by RT cores when ray tracing is enabled.
You might see some improvements here and there but it's not going to be as effective as Usual.
Don't know for sure ,I may be wrong.

I think that's a good theory. In the original review I had asked why we were seeing the fps flatline on the 2080ti in the med/hi/ultra tests, wondering if it is a CPU bottleneck like we would observe in traditionally rendered games. But your explanation sounds much more likely.
 
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this is a massive improvement over the alpha build of BF5 IMO. Still a long way for real time ray tracing to be fully utilized. Kudos to w1z for taking his time.
 

bug

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I still don't like how RTX looks but you can't knock the performance increase no matter what 'side' you are one. Kudos to all involved.
Which is why mastering the technical side is not enough. You need your artists/designers to learn how to integrate the new tech into their work, too.
One example I often bring up is Pixel Shader 2.0. For a couple of years after it was released, many games only used that to add reflections to various objects. The end result? Everything looked like plastic. But they got the hang of it eventually. And we got better looking games.

Now, this is a bit off topic, but I think it's pretty important to highlight. Unlike going from PS1.1 to 2.0 to 3.0 and other things we've had so far, ray tracing has the potential to make stuff like ambient occlusion obsolete. Many things so far were only being done to improve the realism, exactly because we couldn't ray trace. It will surely be years before we get there, but ray tracing is more disruptive than everything that came before it.
 

Jon Tseng

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Much of that public hate was justified at the time, because everybody expected the performance impact of RTX to be around 20% at most,
Sorry but this statement is complete garbage. It was clear from the announcement RTX was going to have a significant performance hit. I'd challenge you to find even ONE respectable website/commentator who was expecting a "20% at most" performance hit before release. Hint - you won't find one.

You are basically creating a blatant straw man argument to justify your argument that RTX sucked at launch. Please stop making things up and focus on real analysis.

That's all.
 
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Benchmark Scores I don't play benchmarks...
So, a 38% performance hit for this?..



The bloody thing looks like a 16x16 texture...
 
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Yeah, tell me more about benchmarks with Average FPS only, in 2018. Come on TpU, time to start including 0,1% Lows on your reviews. AVG fps are misleading and do not represent the real user experience. I thought everyone knew about this at this point.
 
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So, a 38% performance hit for this?..
The bloody thing looks like a 16x16 texture...

look like graphics is bad :x I guess low setting is not good
 

bug

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Sorry but this statement is complete garbage. It was clear from the announcement RTX was going to have a significant performance hit. I'd challenge you to find even ONE respectable website/commentator who was expecting a "20% at most" performance hit before release. Hint - you won't find one.

You are basically creating a blatant straw man argument to justify your argument that RTX sucked at launch. Please stop making things up and focus on real analysis.

That's all.
The thing is not about reputable sources. The thing is most of these expectations were coming from people that don't know ray tracing (why would they, if they're not into CGI?) and were thinking this is something like a new DX version.
That shadow looks terrible... but does it have anything to do with RT?
Shadows are probably ray traced, too. Low and medium settings probably cut back on the number of rays used more than they should?
 
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PC Games & Hardware confirmed one source of added performance: vegetation reflections are no longer raytraced, they're now screenspace reflections


(if the embed doesn't jump to right time, it's at 2:40)
 
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"'You'll notice that the gun looks like it's chrome-plated in the "Ultra" and "High" settings, while it's dark in the "Medium" and "Low" ones. This is because "Medium" and "Low" not only have lower ray-saturation, but DICE has also reduced the number of reflective surfaces in the scene, which includes the gun, by lowering the material surface factor. Not all surfaces are equally reflective, and with lower settings they don't reflect with the DXR method. This is not new to this patch.'"

Hey W1zzard, maybe I'm not interpreting things correctly but I think you swapped your photos based on this paragraph. The chrome-plated gun photos are labeled Medium and Low while the dark gun photos are labeled Ultra and High; opposite of what the paragraph states.
 
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English....................
Sorry, they rarely do english content.
Here's example cropped from the video illustrating how the SSRI vegetation cuts out when out of view. Preventing this cut out is one of the big selling points on RT-reflections, they don't cut out, the reflection is there no matter if the reflected object is on screen

1544038742071.png
1544038733242.png


edit: flipped the pictures around to better fit the texts "cutting out" part, this particular crop was actually taken from when the reflections pop in as the vegetation moves back to screen
 
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THose pictures are tiny... I'll look in the vido. Thanks!
They're 1:1 crops, around 2:53'ish mark, easiest place to spot the effect considering all the overlays on video.
You could just check yourself since you have the equipment (aka RTX 2080 Ti), just look for area with vegetation reflections and try to move the camera so the vegetation goes out of frame, which should lead to their reflection disappearing too since they're SSRI and not RT
 
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Much to the chagrin of the NVIDIA haters DXR has turned not to be a dud/failure it was portrayed to be. Also, just also, real time ray tracing has been a pipe dream up to this moment however for some reasons people fail to appreciate the monumental work that NVIDIA has poured into the technology to make it possible. I'm not buying any of the available RTX cards but that's because I don't live in an economically developed country and this card is just too expensive for me. But I will surely consider the RTX 3060 once it becomes available. Meanwhile I'm quite content with the GTX 1060. While Europeans/Americans (I guess most of TPU visitors) enjoy an income of over $2500 a month, I earn literal pennies in comparison, so I'm not sure where this "NVIDIA is ripping everyone off" comes from.

Hello from France with 900€ a month (1017$ without ability to save a penny (minimal wedge is at 1149.07€/1298.45$ and cost of life is based on it)), economicaly developped doesn't mean better way of life for most people leaving in it, ask our president, citizens are showing him the difference every saturday since one month ;)
 
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When I watched the official Nvidia yt video I thought they lowered the amount of leaves blowing around too. @ 0:33
 
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PC Games & Hardware confirmed one source of added performance: vegetation reflections are no longer raytraced, they're now screenspace reflections
they are combinations of the ray tracing + ssr and no they dont cut out EVER.
When I watched the official Nvidia yt video I thought they lowered the amount of leaves blowing around too. @ 0:33
I see a bit of difference in the rain drops splashing there.
Those are variable by scene.
 
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So, a 38% performance hit for this?..



The bloody thing looks like a 16x16 texture...

Shh, don't brake the illusion. It's supposed to be just "optimization".
 
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