Additional filters with RT improve RE Engine’s drip defects
The Capcom Bringing important updates to recent Resident Evil games, including Resident Evil 7 and Resident Evil 2 Remake and Resident Evil 3 Remake. Among the highlights are the inclusion of My God FidelityFX Ultra PrecisionMy God FSR) And also Support for tracing of light rays (ray tracing) for both illumination and reflections. We compared some different hardware and mods to see the effect on game performance and visuals.
We use Resident Evil 2 Remake as a reference for our comparisons, The game we created an intriguing video that highlights how much ray tracing is for him, which is now gaining support. We will not use even the first comparison a nvidia GeForce RTX 3060 integrated with A Healer Risen 9 5900X. Full specifications include:
– AMD Ryzen 9 5900X
– Noctua NH-U12S . Coolant
– Aorus X470 WiFi gaming motherboard
– Kingston Fury 2x8GB @ 3200MHz DDR4 CL18 Memories
– Cooler Master V850 . Source
– open seat
Our comparison will use the game’s pre-set Lightning Traces settings, leaving all other settings unchanged. We only adjusted the quality of two RT settings or turned RT off completely.
In the first scene, the difference between the lighting via RT causing the scene is obvious. In general, it gets darker as a result of having some light sources only in places that light up. In addition to increasing the scale of the scene, it creates a much heavier atmosphere, which is certainly a good fit for Resident Evil, while at the same time correcting strange situations, such as the wall tubes lighting badly at the top, with the light source closest to them at the bottom.
Given the difference between turning ray tracing on High or Low, the graphics quality is pretty close in this scenario. The only visible difference is that as more light strikes are made, the scene in the RT Alto puts out a modest, low-reflection reflection of the fire happening on the other side of the train tracks, out of view at this angle. And only.
– Continues after announcement –
Performance is greatly affected by RT activation. Whereas the RTX 3060 ran the game well above 100fps in Quad HD, which enabled the RTX to cut that performance roughly in half. In addition to the low difference in graphic quality, RT High and RT Low also had a slight difference in system performance. Even with this drop in performance, the RTX 3060 still ran the game at 60 fps, with AMD FSR already in Ultra Quality mode enough to guarantee a performance margin above 60 fps.
Now looking at a second scene, we have a clearer view of the differences in the reflections and finish off some of the details. It’s noticeable how the game engine barely handles some edges, like those right-angle tubes, which have a kind of weird edge of light. RT in both low and high quality fixes this.
But the thing that caught my eye were the reflections. The RT High mode has enough strokes to fill the entire floor, but the RT Low ends up leaving plenty of room without reflections. RT Off manages to make these reflections via Screen Area Reflections (SSR), something that looks good in this frame, but suffers from very negative effects in motion, something I recommend watching in the video to be clearer. Reflections can only exist if the reflected object is on the screen, so objects appear and disappear from the reflections, which creates a very negative effect on image quality. Even without the reflections, I prefer the consistency of the game running on Low RT rather than the problematic SSR for rasterization, but I’m talking about personal taste here.
The performance effect is now much larger, and a clear difference between the high and low mode of the RT has emerged. In high mode, performance decreased by about 40% compared to RT OFF, while it was about 30% worse than without raytracing. It is clear here that the scene used a lot of reflections with ray tracing technology, so the performance was more affected.
Based on these tests, we see that the RTX 3060 has in-game ray tracing performance, but what about more modest cards? We put together the GeForce RTX 3050, the most modest card in the current RTX lineup, and with performance not far behind the RTX 2060, another entry-level card from Nvidia’s RTX. We use for reference another very heavy scenario: the part of the laboratory, in the last part of the game, where there are many reflections on the different surfaces of the scenario.
– Continues after announcement –
The ray tracing process affected greatly. Full HD’s frame rate dropped to around 40 fps, losing roughly two-thirds of the original performance without RT turned on. In this scenario, lowering the graphics quality of Ray Tracing to Low is critical, and once again I manage to keep something close to 60fps and make it usable with RT on this card.
We also tested how to trace rays on the Radeon side. We put the Radeon RX 6600 into action, a card that’s priced relatively close to those shipped in the RTX 3050, and see that direct competitors get pretty close in performance on configurations.
Now let’s go over the benefits of new technologies. Resident Evil 2, 3, and 7 lost one feature: DX11 support. Due to the focus on new technologies, DX12 has become a requirement, and some users They are reporting a noticeable decrease in performance after the update. We employed the always useful Baratinho PC to investigate how all three games run on very limited hardware. Cheap computer setups include:
– Intel Core i3-10100F
– 2x8GB DDR4 TeamGroup @ 2400MHz
– Asus Prime H410M
– Kingston NV1 1 TB
– Galax GeForce GTX 1650 GDDR6 One-Click OC
Cooler Master V550 MWE Power Supply
In general I have no negative impressions from the three tests. The Resident Evil 7, Resident Evil 2, and Resident Evil 3 Remake ran on the GTX 1050 Ti in a mid-range configuration and at Full HD, swinging to around 40 fps at some heavy parts. For these situations, it’s AMD FSR’s turn to rescue the situation, as the Ultraqualdiade setting is enough to reach 60fps with more stability and still deliver good graphics quality.
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