Are u sure about that? The MP-Map "Miami" sure looks like its using SSR for reflecting the neon lights in the water puddles.
See at 2:15:30
cubemaps
Are u sure about that? The MP-Map "Miami" sure looks like its using SSR for reflecting the neon lights in the water puddles.
See at 2:15:30
I got a crash once after waking my PS5 from sleep in 60 hz mode.Dictator did you encounter crashes while playing on 120hz displays?
Seriously, I can't even start the campaign, the game keeps crashing constantly.
I got a crash once after waking my PS5 from sleep in 60 hz mode.
AO does something completely different. It adds indirect shadows to already shadowed regions. It makes sense to leave on, yes.This video is a great showcase of what RT can do for shadows, most of the focus with RT has been around reflections but damn these side by sides are a huge difference. It also seems to make AO completely obsolete? Is there any reason to keep AO on while RT shadows are in use?
So what's the TLDR summary? Play the campaign in 60FPS + Ray Tracing?
120 if you have the option.So what's the best mode
120fps
60fps without rtx
60 FPS with rtx
considering resolution and framerate stability
I have it. But 1080-1200p is a bit low isn't it
Question:
Alex says that unlike Shadow maps, RT shadows do not comprise different LoD states but rather 1. If that's the case then at what distance do they actually pop-in (and stay the same) because I can't imagine all objects casting RT shadows would be drawn within the view frustum/screen space regardless of how far from the camera they are, as it would exorbitantly expensive.
If it doesn't look good to you then 60 w/ RTX.
The denoiser is temporal - so if a shadow reveals itself from being obscured, it will fizzle a bit and then settle over about 2 frames to be stable and high Detail.
It's rtx'd shadows which are more subtle than rtx'd reflections. Your mileage may vary as to how much it improves the atmosphere over regular shadows.
The denoiser is temporal - so if a shadow reveals itself from being obscured, it will fizzle a bit and then settle over about 2 frames to be stable and high Detail.
It is not an LOD or cascades, just the fact that RT shadows in this game are sub native resolution and 1 sample per Pixel per Frame. They are probably quarter res.
Have you by any chance looked at RT in multi? There have been many reports or significant framerate drops for prolonged periods of time and even crashes on PS5 and XSX.The denoiser is temporal - so if a shadow reveals itself from being obscured, it will fizzle a bit and then settle over about 2 frames to be stable and high Detail.
It is not an LOD or cascades, just the fact that RT shadows in this game are sub native resolution and 1 sample per Pixel per Frame. They are probably quarter res.
So the next mission had hella raytracing. Seems like, contrary to Modern Warfare, RT shadows are not mainly used for artificial lights, which threw me off. In the current mission I'm playing it is sun shadows that are being raytraced. There is also artifacting in the distance and shadows popping and out though. I wish the game had a more consistent RT implementation.Do you also need to install a raytrace data pack on PS5? I'm really barely seeing any raytracing being applied to shadows in the campaign
I've been paying close attention to them and experimenting on and off since yesterday (on PS5). No crashes yet but the framedrops seem entirely random in MP and Zombies, more of a bug than the GPU being taxed too hard. Chaotic scenes run fine but downtime (including between rounds in zombies when there's nothing out) it can tank for no reason. Turning it off helps for now. Hope they fix it soonHave you by any chance looked at RT in multi? There have been many reports or significant framerate drops for prolonged periods of time and even crashes on PS5 and XSX.
Thanks, I see the exact same things. Framerate just tanks for no apparent reason.I've been paying close attention to them and experimenting on and off since yesterday (on PS5). No crashes yet but the framedrops seem entirely random in MP and Zombies, more of a bug than the GPU being taxed too hard. Chaotic scenes run fine but downtime (including between rounds in zombies when there's nothing out) it can tank for no reason. Turning it off helps for now. Hope they fix it soon
It's rtx'd shadows which are more subtle than rtx'd reflections. Your mileage may vary as to how much it improves the atmosphere over regular shadows.
Anyhow, it's basically the difference between Miles in fidelity mode vs Miles in performance. If you want a better looking game at 30 vs a better playing game at 60. Same principle here except 60 vs 120.