A time-limited demo on Steam, Ghostrunner is a highly playable speed-running assassination game running under Unreal Engine 4. It's also using the middleware's new ray tracing features. Alex Battaglia and John Linneman gives their thoughts on the game - and with a bit of console command line magic, we give UE4's early ray tracing implementation a full feature test and thorough performance workout.
and the article
The Ghostrunner demo is beautiful - and ray tracing adds to the spectacle
Ray traced cyberpunk ninjas - four words that sum up Ghostrunner, a new Unreal Engine 4-powered speed running assassina…
www.eurogamer.net
might do a summary of the video, but everything's in the article already and has pretty pictures
- RAY TRACED CYBERPUNK NINJAS
- enemies are obstacles rather than "enemies", succeeds where Mirror's Edge fails
- RT has huge fps cost, reduces framerate by 64%
- DX12 is experimental
- RT AO, RT reflections, RT shadows
- UE4 Unlocker is an injector that allows access to UE4 console, needed to turn on/off RT features individually
- shadows has a highly variable cost, the example wall cost 39% of performance, another example cost 63%
- baked lightmaps hurt RT shadows and AO implementation
- the game doesn't have a lot of dynamic lighting, so RT shadows and AO doesn't really make sense for this
- RT reflections make more sense because CYBERPUNK
- costs can vary from 30% to 70%
- reflections are full resolution, equals your render resolution
- 4K render resolution = 4K reflections = tanked frame rate
- 50% cause temporal instability for some reason, possibly due to low temporal accumulation
- this game really wants more samples
- increasing roughness cutoff in UE Unlocker cuts performance heavily
- you can turn on GI, but it costs 74% of performance, and there's a lot of baked light maps so it's not really recommended
- one example scene with balls to the walls RT settings at 4K went from 88fps to 7fps
- looks great tho
- 1440p with temporal upsampling and RT Reflections (standard roughness cutoff) gets 90+ fps until you get to a reflection or the fan for whatever reason (2080Ti)
- 2060 is below 60fps with RT on, also vram limitations
- with just reflections and 1080p, near locked 60fps
- resolution scaler doesn't use the temporal upsampler, hs to be turned on in the UE unlocker
- no DLSS in the demo
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