Crytek releases CryEngine Neon Noir Benchmark with hardware-agnostic raytracing

Pretty damn great little bench.


2560x1440p on Ultra Raytracing and I'm seeing above 64fps


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My 970's sli did ok really they getting old now 1080p ultra 35fps very high 45fps tbh if this was how ray tracing was implemented across the board I'd be happy with it but next year is upgrade time but to what atm not sure.

I think ram is the main need for my current set up more than gpu grunt not like I can't play anything below max atm but 8gb+ on gpu's would help plenty :)
 
My 970's sli did ok really they getting old now 1080p ultra 35fps very high 45fps tbh if this was how ray tracing was implemented across the board I'd be happy with it but next year is upgrade time but to what atm not sure.

I think ram is the main need for my current set up more than gpu grunt not like I can't play anything below max atm but 8gb+ on gpu's would help plenty :)

SLI has negative impact here. Pretty sure you will score higher going single card. I just went from 48xx to 54xx

You're scoring way higher than me on 1080ti wraith and my cards overclock well, as well as im using a 7700k. Don't understand why
 
So we turning this in a benchmark thread? Okay.
Vega64 using Auto Undervolt, held over 60FPS for the majority of the time.

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tbh if this was how ray tracing was implemented across the board I'd be happy with it

This. Had ray tracing been put into games first and we all struggled to run them on our 10 series cards and then Nvidia dropped the RTX cards they would have been seen as heroes. Instead it was seen and still partly is as a massively overpriced gimmick. Promises don't sell solutions do
 
Volta likes this benchmark.

RTX Titan (Turing) 2160p Ultra

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Titan V (Volta) 2160p Ultra

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Not bad for a 2 year old air cooled card.
 
This. Had ray tracing been put into games first and we all struggled to run them on our 10 series cards and then Nvidia dropped the RTX cards they would have been seen as heroes. Instead it was seen and still partly is as a massively overpriced gimmick. Promises don't sell solutions do

It's still a chicken/egg problem. Crytek doesn't use the APIs that will allow ray tracing acceleration.

We now have DXR for DX12 and RT Vulkan extensions, which opens the door for future raytracing acceleration hardware. As it stands, Crytek's solution has no room for hardware acceleration, though they will undoubtedly bring that in at some point.

Everything takes time to get into games. Tesselation took a while to become widely used, DirectX 11 took ages to become common and the same will happen with raytracing.

Yes, people will see the first RTX cards as overpriced and gimmicky, but the move to RT needed to start somewhere. Even now we are seeing RTX cards age a lot better than Pascal.
 
Yeah these examples of very specific uses running at fractional resolutions are cool but also far more complicated, require more work from the game devs and have a limited scope.

Imo it demonstrates what could be possible for well optimised hardware implementations down the line, since realistically most games have far too many moving elements for something like this to work even at a short render distance.
 
I'll jump on this tomorrow with the Titan XP.

Then on Tuesday I'll bench the 2070 super and hopefully the Vega 64 shortly after.

I know this supposedly isn't as good as "proper" RT but I'll tell you what it makes port royal look like Tom Tit.
 
I must say it sure looks pretty! Shame you need to install a Crytek launcher though, that blows, unless you're interested in playing with Crytek's development tools.
 
Creating the account takes seconds. It's literally email, account name, password, OK.

Just downloading the Cryengine now.
 
Windows snipping tool. I had no idea this existed until recently but I find it disturbingly handy, especially at work.
 
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