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Hmm so what do we think of THIS... I think dumpster fire is accurate, but I honestly wanna know is the community gonna accept this level of performance loss? and is it gonna kill more cards?
I really really hope these numbers are accurate.
70% More Expensive; 50% Less Performance.
nVidia...The way it's meant to be paid
Nearly a 1/3rd of the performance! Hilarious, why did they bother with ray tracing when you can't even hit a constant 1080peasant 60Hz with max eye candy?
I find it funny hearing some of the 9000Hz crowd suddenly change tack on 1080peasant Ray Tracing, but I bet most with 2080Tis don't even have 1080 screens lmao, it must but lovely paying all that much for non-native sub-60Hz drops. The other part is HDR.. is it present with Ray Tracing? Is it working on G-Sync yet?
Yes - I just enabled it and all features are working just fine.
The performance drop with all Ultra settings at 4k is pretty bad - Although I believe a lot of this is also made worse due to how bad DX12 mode is to begin with in this game.
Maybe the drivers that came out today helped a lot, but I was getting above 30 FPS frame rates on the 'low' setting w/ 4k. Not worth it to me, but some may consider that a playable frame rate.
At the end of the day this is just not the type of game where you want to sacrifice frametimes/FPS for something like ray tracing. Tomb Raider or that new Metro maybe - Since those aren't twitchy multiplayer based shooters.
Hopefully NVidia will work with DICE to get SLI enabled. It's only fair that people who bought two 2080 TIs be able to play the game with RTX on at a playable framerate.
Here's another one I found. Really all I can say is disappointed.
https://www.hardwareluxx.de/index.p...benchmarks-battlefield-v-mit-dxr-im-test.html
That looks pretty bad actually. Worse than I was expecting.
I mean, I knew it would take a hit but I guess I was hoping they could optimize it before launch.
I even "upgraded" to a 1080p ultrawide in preparation, looks like the performance won't be there unless SLI supports comes quick.
That is the results of their optimizations. It was slower. And their Optimizations are basically turning off as much Ray Tracing as they can to get kind of playable frame rates.
I don't know why people expected it to be better. Real Time Ray Tracing is tough and the evidence was there from the start when developers were saying they were hoping to get it running right at 1080p.
From my own point of view, I think it's actually better than I expected. I thought it might be a few generations before we were seeing any decent performance in Ray Tracing, but, this gives me hope that the second generation of RTX hardware will be worth purchasing.
It’s funny how 60 fps is now intolerable. I assume most of the people saying that were born after Y2K.
Real-time raytracing hard. Like with any tech it starts somewhere and matures with time. Why are people acting like this is some new phenomenon?
It’s funny how 60 fps is now intolerable. I assume most of the people saying that were born after Y2K.
Real-time raytracing hard. Like with any tech it starts somewhere and matures with time. Why are people acting like this is some new phenomenon?
It’s funny how 60 fps is now intolerable. I assume most of the people saying that were born after Y2K.
Real-time raytracing hard. Like with any tech it starts somewhere and matures with time. Why are people acting like this is some new phenomenon?
PhysX 2.Honestly it makes more sense to me to maybe make multi-GPU more relevant again by basically selling cards that are stripped down just to do compute for ray tracing.
I think people understand it's hard and aren't really surprised at the performance hit. What I'm concerned about is where they go from here. It appears that only the 2080ti has the horsepower to really power raytracing at the quality and resolutions desirable. The issue with that is that the 2080ti is a massive chip at 18.6B transistors. I don't think nVidia is just abusing their market leader position, I think they are charging a lot for this chip because it is very expensive to manufacture. And for what, better puddles? We're just touching the surface of what ray tracing really requires and already you need 18.6B transistors to do it at TSMC 12nm. What's the future for this? How many more transistors are required before everything is traced? How do you plan on fitting those transistors on a chip that also needs to perform rasterization and a myriad of other tasks? I doubt tracing will make much headway by the time we start hitting incredibly hard scaling issues beyond TSMC 7nm and EUV.
In short, ray tracing has been around a long time but it's not done in real time simply because of the horsepower it would take to do it. Unless there's a major breakthrough, I'm just not sure nv makes this more than a novelty before we run into hard limits re how many transistors is reasonable to fit on a consumer GPU.
I think people understand it's hard and aren't really surprised at the performance hit. What I'm concerned about is where they go from here. It appears that only the 2080ti has the horsepower to really power raytracing at the quality and resolutions desirable. The issue with that is that the 2080ti is a massive chip at 18.6B transistors. I don't think nVidia is just abusing their market leader position, I think they are charging a lot for this chip because it is very expensive to manufacture. And for what, better puddles? We're just touching the surface of what ray tracing really requires and already you need 18.6B transistors to do it at TSMC 12nm. What's the future for this? How many more transistors are required before everything is traced? How do you plan on fitting those transistors on a chip that also needs to perform rasterization and a myriad of other tasks? I doubt tracing will make much headway by the time we start hitting incredibly hard scaling issues beyond TSMC 7nm and EUV.
In short, ray tracing has been around a long time but it's not done in real time simply because of the horsepower it would take to do it. Unless there's a major breakthrough, I'm just not sure nv makes this more than a novelty before we run into hard limits re how many transistors is reasonable to fit on a consumer GPU.
Anyone tried this? It was posted on Nvidia forums. It’s now playable for me in 4K with DXR on. Runs smooth between 50-60 FPS consistently. Looks great too.
“We recommend in this first release of DXR that “DXR Raytraced Reflections Quality” be set to “Low” due to Battlefield V’s Known Issues when using “Medium”, “High”, and “Ultra” settings. EA, DICE, and NVIDIA will also continue to optimize this implementation and deliver regular updates.
Although preferences will vary, we recommend disabling the following settings from Video-->Basic when DXR is enabled for the best overall experience:
Chromatic Aberration
Film Grain
Vignette
Lens Distortion”
https://forums.geforce.com/default/topic/1080010/geforce-rtx-20-series/battlefield-v-dxr-faq/
I think it’s far too early to predict where we go from here. First off it’s hella impressive that any sorta RT runs at 60fps @ 1440p on a 2080Ti. There are a lot of people still happily gaming on 60hz monitors so I don’t get the hate. Future software and hardware implementations will be more efficient.
The other thing to consider is what to do with new transistors going forward. Throwing them at rasterization hacks isn’t going to result in higher IQ or performance. Those hacks are getting very expensive and obviously don’t look as good as proper RT. I rather they’re spent on higher detail geometry or better lighting.
I don’t agree with people that prefer to spend that transistor budget on going from 4K 60fps to 4K 144fps with no actual IQ improvement.
How did some of you not see this coming? Of course ray tracing performance is going to be terrible. Ray tracing is extremely computationally expensive and this is 1st gen tech.
You have the option of disabling it, so I don't really see the problem. Someone had to get the ball rolling eventually. This is just the start.