Negligible difference, just like in Tomb Raider.Some raytracing comparisons.
I wonder if the more expansive outdoor areas actually use prebaked shadows. Because in most of them, raytraced shadows aren't used at all for enviromental shadows.
Which is a bummer because those would really benefit from it. Still overall definitely worth it to enable it considering the relatively small loss in performance and the visual benefit of less bias issues and small detail shadows.
Is your GPU overclocked? This game uncovered an unstable overclock for me. Had to drop my clock speeds by 30 MHz.
thanks I am having this issue too. 2080
Super OC'd +80. It's fine in multiplayer but ray tracing enabled I get the same error. I'll try this later
Hey have this issue to. alt enter in and out . The restart mission it will not stutter. Also sometimes just alt+ enter fixes it. Ya this really sucks needs to be patched.everytime this thread gets bumped i just assume someone figured how to fix cutscene stutter, lol
I have not at all seen any dithering and "low" resolution with the shadows.I've cooled a bit on RTX. When it works, especially in nighttime missions, it's incredible. But some other missions, like the one in the office building show really poor shadows. Tons of dithering and low resolution to the point where it's distracting.
Having bad performance in multiplayer (The solo is fine).
Ryzen 3800X, 2080, 16go of ram & 1440p. I barely hit 60-70 fps, and have some dips to 40~
I have not at all seen any dithering and "low" resolution with the shadows.
It only works for man made spotlights, not the sun and moon and what not. Which ones are you thinking off that look like that? Got screens?
You haven't noticed it in the embassy mission? The whole beginning bit of that mission has a bunch of grainy shadows whilst things are moving.I have not at all seen any dithering and "low" resolution with the shadows.
It only works for man made spotlights, not the sun and moon and what not. Which ones are you thinking off that look like that? Got screens?
the best implementation of RTX so far has been metro exodus, it radically changes the way the game looks. unlike bfv and control which give shiny reflections.
You haven't noticed it in the embassy mission? The whole beginning bit of that mission has a bunch of grainy shadows whilst things are moving.
Other missions where fine though outside of one or two instances of shadows being kinda dodgy. I could see why someone would be questioning the quality of the raytraced shadows after playing this mission.
I have not at all seen any dithering and "low" resolution with the shadows.
It only works for man made spotlights, not the sun and moon and what not. Which ones are you thinking off that look like that? Got screens?
You haven't noticed it in the embassy mission? The whole beginning bit of that mission has a bunch of grainy shadows whilst things are moving.
Other missions where fine though outside of one or two instances of shadows being kinda dodgy. I could see why someone would be questioning the quality of the raytraced shadows after playing this mission.
I noticed it too on that level, even went in to check if RTX was on in the settings and shadow resolution was maxed out.
Actually have not beaten that level yetIll try to post some later. The ones in the office building when you're going in with Price really stood out to me.
Actually have not beaten this level yet :( so busy trying to get other things like x1x settings hammered out. Were they temporally unstable while looking like that? As in fizzling? Or do they just have a static dithered look to them?You haven't noticed it in the embassy mission? The whole beginning bit of that mission has a bunch of grainy shadows whilst things are moving.
Other missions where fine though outside of one or two instances of shadows being kinda dodgy. I could see why someone would be questioning the quality of the raytraced shadows after playing this mission.
When you give them a second they'd become stable but the issue in that mission is that things are constantly moving forward so the denoiser or whatever has no time to clean them up.Actually have not beaten that level yet
Actually have not beaten this level yet :( so busy trying to get other things like x1x settings hammered out. Were they temporally unstable while looking like that? As in fizzling? Or do they just have a static dithered look to them?
Yeah I gave them a try (I only just got to that missiong hah) and it seems to actually curious just be from those square area lights, other bulb lights or point lights have no dither like that. So I bet it is a combination of larger square light (so a huge area of confusion for that penumbra shadow) + the movement + the general contrast in the lightingWhen you give them a second they'd become stable but the issue in that mission is that things are constantly moving forward so the denoiser or whatever has no time to clean them up.
Yeah I gave them a try (I only just got to that missiong hah) and it seems to actually curious just be from those square area lights, other bulb lights or point lights have no dither like that. So I bet it is a combination of larger square light (so a huge area of confusion for that penumbra shadow) + the movement + the general contrast in the lighting
By the way thanks for pointing that out everyone, it is now going in the video :)
I've actually seen quite a few, I also saw a delay in their update rate for shadows on dynamic objects. Sometimes there'd be no shadows and then 0.5 to 1 second later a shadow would fade in. Then again I don't have an RTX card and I was just fooling around, so maybe having an rtx card actually makes a difference to the update rate. Though I can't see how it'd make a difference when it comes to dithering, which is not static but actually very frizzly.I have not at all seen any dithering and "low" resolution with the shadows.
It only works for man made spotlights, not the sun and moon and what not. Which ones are you thinking off that look like that? Got screens?
The first comparison, the rtx shadows look all wrong and inaccurate. And object that thin like the broken cardboards on the lower left side of the screen should not be casting shadows that long. Not unless the lightsource is directly next to the object and sitting very very low.Some raytracing comparisons.
I wonder if the more expansive outdoor areas actually use prebaked shadows. Because in most of them, raytraced shadows aren't used at all for enviromental shadows.
Which is a bummer because those would really benefit from it. Still overall definitely worth it to enable it considering the relatively small loss in performance and the visual benefit of less bias issues and small detail shadows.
Those images make it look not very noticeable.The performance hit is pretty minimal by RTX standards. A 2070 Super can run at 1440p/60fps with ray tracing enabled, 2080Ti can do it at 4K.
The one Thing you may see with RT shadows is the actual locations of the light source... Which is probably pretty fake at times.I've actually seen quite a few, I also saw a delay in their update rate for shadows on dynamic objects. Sometimes there'd be no shadows and then 0.5 to 1 second later a shadow would fade in. Then again I don't have an RTX card and I was just fooling around, so maybe having an rtx card actually makes a difference to the update rate. Though I can't see how it'd make a difference when it comes to dithering, which is not static but actually very frizzly.
The shadows made by his hands and guns, it looked much worse than it does here actually in movement due to dithering.
The first comparison, the rtx shadows look all wrong and inaccurate. And object that thin like the broken cardboards on the lower left side of the screen should not be casting shadows that long. Not unless the lightsource is directly next to the object and sitting very very low.