Nvidia Tu Ring Architecture and the Halo feature of real time ray spacing hardware acceleration announced in August. This was a big concern: when do you see the games that can be enjoyed by new features? We are coming soon, there are 25 announced games that are used in DLS and 11 games, which will use some of the RAID tracing in fashion. But we have traveled through the RTX 2080 Ti, RTX 2080 and RTX 2070. This is not a single game that can be used for testing. With the arrival of the DXR patch in the battlefield yesterday, everything changed.
I spent a nice skill yesterday, and got a handle on what's being done today-not the most important-in the battlefield. 5. As the first publicly available test case, the game has many rides, let's be frank. Not only the last one, graphics, gaming excellence all. In fact, rye tracing is used for lifespan only 5 reflections have been improved. They appear to be better than non-DNR mode. Look closely at the mirrors, windows and vehicle surfaces. But this specific construction is not going to revolutionize the gaming industry.
That's right. I've been playing games in the 80's, and I've seen interesting technologies that will pass through years. To demonstrate live training in the right perspective, you have to look for common technologies like anti-aliasing, shadow mapping, hardware landing, lightning, pixel shaders, and ambient owlution. When the games were first available in the games, the quality of the image for performance had fluctuations. But it was the main stepping stone for future progress.
Anti-aliasing was checked once or twice (or four times) with a warm pattern. Shadow mapping required a lot of memory, and was not always correct-and F.E.A.R. I did not even launch the much shaded soft shadows techniques used in games like games. Hardware T & L DirectX 7 has arrived but not much use Years– I remember remembering trees in the digat maur Zoological Garden Demo, but years later there were no trees that had trees up to Far Cry and Christise. Similarly, the Pixel Shaders first introduced in DirectX 8, but it was normal a couple of years ago when using games. Crisis is the first game that uses SSAO. But what's implemented in the hardware has caused difficulties in the main performance, and the infamous "Crysis run?" Meme
I point to the perspectives because now it does not affect performance (in a single game, basically in beta form), real time ray tracing is a big problem. We take the precautions, such as anti-aliasing-only flip on the FXAA, SMAA, or TAA, and the performance is generally less common. Most games now become the default for enabling AA, but it's a wonder how the jaggies will deviate if you turn it off. Look at the games without good shadows … Well, as was made in 2005, shadows mapping and ambient oglass came before a wider use. The point is that it has to start somewhere, and all the developments will cause some noteworthy improvements as we experience.
Battlefield 5 initial performance
Okay, enough rambling. Besides the rays, how does Battlefield 5 work? How would that be? The answer to the first part is easy. I made some benchmarks on three RTX GPUs with a GTX 1080 T as a reference point for the previous generation hardware of NTT. I planned to check for more settings / GPUs but shut down the game using a message using different display adapters. Dam DRM.
All the testing is tested on a Core i7-8700K and my standard GPU running at 5 gigati. With the DXR enabled, I have run the DirectX 12 version. Testing free (i.e. no worries about server servers, no tension, recurrence, etc., without multiplayer mission), my testing was done on a single player mission. But I tried to play a bit multiplayer.
I'll start using multiplayer, get it on the way. In the present state, Dais already talks about future patches pointing to some bugs and known issues, this is very early in the final evaluation. But things are serious. 1080P Ultra RTX 2070 Open, and sometimes performance correctly, within the 40-50 FPC range, but I got The majority With a framerate, often more than two or more sizes, and 97 frames per minute and 7 frames per minute! If you try to compete in the competition, it can not be remotely loading, even if it's a bug that can be solved to get more hardware than the one on the hardware touching hardware. Sometimes I can go without any major stalls up to 10-15 seconds, another second or two seconds.
And, to be more explicit, change of DHR is not a problem. I've seen peeric stalls that have less than half second stalls in a few seconds, using 0.1 seconds or more to render a frame using the same 2070 GP using vanilla DX12 mode. There were more than double digits of DXR mode. Without DXR, however, 97 per cent decreased by 30 degrees. These stalls have occasionally occurred in single player programs, but like every minute or two frames. It was not fixed either. Yes yes, the game still needs some work that is broken down, that is why my initial impressions only analyze a complete performance.
You can go over single player testing. That is why recent ray tracing is more useful. In multiplayer, especially as a word-base shooter like Battlefield 5, many competitive gamers show a lot of gains to improved scenes. I do, but I'm not a match multiplayer gamer. Single player modes are a different subject because of the fast and steady 60 fps or more. I am playing the best game at the maximum level, even 4K, because I want the hardware and games to look better. Battlefield 5's War Story Mode has some notable graphics and is often beautiful, improving ray detection and overall vision for reflections. But see how it works:
There is good news and bad news too. The good news is that only 1080p for all the people who have been claimed by the martial lawyer. And received 30 Fps in a RTX 2080 Ti (based on the first preview received in August) and it became too fast. DXR and 2080 Ti in ultrasound and 1080p and 90 fps are over 60 minutes. The RDX 2080 is UNIX and 78F and 60 minutes from 60 minutes. The RTX 2070 only 1080p display offers only 60 FPS. 58 FPL is not a big logic.
It's a bad news like the new technologies. Even in 2080 and 2070 do not cut the framerate by half, even 1080p and 1440p, but they're close, you'll get a framerate in 4k. The $ 1,200 RTX 2080 Ti 4k Ultra at Animals is a bit like a take on a sports car on a shabby mountain, only about 40 fps on average, but you complain that average 40 hours are through S-curves. In the 1440p middle, 2080t again breaks 60 fps (for the minimum), 2080 comes a bit shortened.
I have limited use of some other settings in the DXR reflector quality, but some of the bugs now affect medium and high motors. NVIDIA recommends using the lowest setup to improve performance of all GPUs compared to Ultra DXR reflections, but there is much less configuration than the high-quality modifier refluxants. In other words, a game or an extra month or more of the engine is still in progress. I think the cutting edge technology is a very standard standard rate.
Performance with Battlefield 5 DXR is not where I like it, especially in multiplayer. High graphic graphics in the price of the framerates is not actually a multiplayer for one. How many Fortnite or PUBG streams work in a 1080p medium / high 4K ultra? Improve lighting, shadows, reflections, and other players are the first to find and kill it and make it more difficult. With more sparring gamers able to win, as racism spells up to the point where the games are low. But that does not necessarily mean we do not need or need.
NVidia's hat is not a new technique. It has been a decent decent computer graphics system for decades. Most movies use this method more extensively, and companies in PCAs have large rendering farms with hundreds (probably over a thousand) servers that help build CGI movies. It is not a new example-rigging (which is now owned by Imagination Technologies) that raises rays for speeding up spy speeds through hardware. It releases R2100 and R2500 Accelerators in 2013. At that time the R2500 was moderate at dual-season CPU than Solo, but it was & # 39; 1,000 & # 39; , Which calculates the radius of 50 million acres in a second.
Five years later, NVIDIA's RTX 2070 can process about 6 billion rays per second. I do not know whether the computations are comparable or equal, but we talk about speed commands. You get a powerful graphics chip as part of the bargaining process. The consumer ray spacing hardware may be present in some of us, this is only the beginning, and the next 5-10 years can be real adoption. When going into mainstream hardware, the price will come down, the performance will improve, and the use of the game developers will be a great inspiration.
Now, Nvidia's RDX Ray hardware is in its infancy. We have a game that can be played and played as a feature that uses the feature and is used only for the reflections (and sometimes even negatives). Other games are intended for lighting and shadows, but we're just as close to & # 39; All & # 39; Try to find out. The area used for raisination is built on a hybrid rendering approach that can still go that way. Rye tracing concentrates on the basis of strategic objects such as lighting, shadows, reflections and refixes.
ടെക്നോളജി പ്രകടമാക്കുന്നതിനുള്ള ഏറ്റവും മികച്ച മാർഗമായി ഇത് പറയില്ലെങ്കിലും ഇപ്പോൾ ലഭ്യമായ ഡിഎക്സ്ആർ ഗെയിം കുറഞ്ഞത് നല്ലതാണ്. ടോംബ് റൈഡർ ഷാഡോയ്ക്കായി പാച്ച് ട്രെയിനിങ് പാസ്റ്റിൽ ഞങ്ങൾ കാത്തിരിക്കുകയാണ്, മറ്റ് ഗെയിമുകൾക്കു വേണ്ടി DLSS പാച്ചുകൾ. എഎംഡി ന്റെ ആർഎക്സ് 590 പോലുള്ള ഉദാഹരണങ്ങൾ പോലെ, ജിഫോഴ്സ് ആർടിഎക്സ്, ഡിഎക്സ്ആർ എന്നിവയും ധാരാളം ഇടപെട്ടിട്ടുണ്ട്. എന്നാൽ AA, ഹാർഡ്വെയർ ടി & എൽ, പിക്സൽ ഷേഡറുകൾ, ഷാഡോ മാപ്പിംഗിനുള്ള ദത്തെടുക്കൽ നിരക്കുകൾ എന്നിവ താരതമ്യം ചെയ്യുമ്പോൾ, ഒരു വലിയ ഗെയിം ലഭ്യമാവുന്ന മാസങ്ങൾ കഴിഞ്ഞ് ഒരു പുതിയ സാങ്കേതികവിദ്യ ഉപയോഗിക്കുന്നത് വളരെ ആകർഷകമാണ്. മറ്റ് ഗെയിമുകൾ അത് എങ്ങനെ കാണപ്പെടുന്നുവെന്നതും ഗെയിം ലോകത്തെ എങ്ങനെ ബാധിക്കുന്നുവെന്നതും കൂടുതൽ ദൃഢമാക്കുന്നതായിരിക്കുമെന്ന് നമുക്ക് പ്രതീക്ഷിക്കാം.