The Results Are In! Battlefield V's Raytracing Performance Has Been Boosted

They removed ray tracing from certain objects to improve performance, Such a difficult job, Well done devs......


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They removed ray tracing from certain objects to improve performance, Such a difficult job, Well done devs......


/s




well if that is true it would be a sad joke.
you have a source for this?


edit:



i just read this


"PC Games & Hardware confirmed one source of added performance: vegetation reflections are no longer raytraced, they're now screenspace reflections"
 
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This is what happens when you try to run before you can walk. Or rather tell some one you can run when you aren't really even able to walk.

5 years. If it's still around then it'll be aces.
 
Removing computations you don't notice the impact of is literally what optimisation is, regardless of the rendering technology. This was the very obvious route RTX was going to take, you apply it to everything, work out what people like, what people don't, and what people don't notice, then change how things work to match and repeat. We'll see something representative in a month or two- The idea is it should be raytracing significantly less stuff than it is now but without you noticing. Expect much more advanced algorithms for dynamically working out which objects will be raytraced as opposed to the catch-all approach disabling it for whole elements at the moment.

I wouldn't be surprised if we had a x4 increase in RTX performance from BFV launch to the first content DLC.
 
Removing computations you don't notice the impact of is literally what optimisation is, regardless of the rendering technology. This was the very obvious route RTX was going to take, you apply it to everything, work out what people like, what people don't, and what people don't notice, then change how things work to match and repeat. We'll see something representative in a month or two- The idea is it should be raytracing significantly less stuff than it is now but without you noticing. Expect much more advanced algorithms for dynamically working out which objects will be raytraced as opposed to the catch-all approach disabling it for whole elements at the moment.

I wouldn't be surprised if we had a x4 increase in RTX performance from BFV launch to the first content DLC.


They won't be able to give a x4 increase by the time the first DLC comes out, because it was supposed to have been released already because of a "Bug", I reckon it will be out in a week or two at most.

https://www.pcgamer.com/uk/battlefield-5s-first-big-dlc-update-has-been-delayed/







As for the performance increase, it's a decent bump in performance even if it was simply down to turning of the RT Effects on some of the items on a map.

I am a graphics whore I like the shiny stuff to be cranked to the max, but for me from what I have seen so far of RT I am not impressed and would rather not have to drop performance to be able to see the reflection of my characters eyeball in the enemies eyes, or the scratches of paint on my car reflected in another car.

In a few years it will be really good I have a feeling that it will, but for now the performance hit even with this improvement is just to much, for something that I am not going to notice whilst running to shoot someone or from being shot.
 
It is a difficult job? Not sure about the sarcasm? They can only do so much with the limited time and limited hardware they have?

I think also there was more to the fix than just removal of Raytracing on foliage and insignificant objects.

Made stability improvements while running the game with DXR Ray Tracing on.
Improved performance of several components of the ray tracing implementation.
Improved ray tracing performance against foliage and vegetation.
Using frame buffer data, where applicable, to increase overall ray tracing quality.
Removed inactive geometry from ray traced scenes.
Fixed medium quality setting not applying correctly.”

Sounds like quite a task to me. But it appears that it was Nvidia stepping in to improve things more than DICE. What this means for future games, I am unsure. I just don't want things to resort to Nvidia/AMD bringing the improvments all the time leaving Devs to get "lazy".

And I don't mean lazy as in "can't be bothered" Sub. I know its hard work ;), I mean as in Devs just lay the foundations and then let the GPU manufacturers to utilise their tech within the games, e.g. RTX, Gameworks etc. I would love to see Developers pushing Nvidia to the limits as opposed to other way around. Perhaps that is the case here already, to which Kudos to DICE.
 
To be fair doing the same work twice is never desirable when it comes to reducing costs and time of implementing something, it's in everyone's interest for the GPU manufacturers to create libraries & APIs for handling the RT functions of their hardware correctly & efficiently without the developer having to create a new pipeline for every different type of architecture in order to have efficient code(Which is kinda necessary with DX12/Vulkan's way of doing things but obviously good cooperation and assistance between software creators(Game engine developers usually nowadays like Epic) & hardware manufacturers makes things a lot easier).

Obviously, ideally though that would come in the form of open source APIs & libraries(Which to be fair is usually AMDs approach), so it's not just restricted to the big players.
 
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