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Crimson Desert - Digital Foundry - High-End PC's Biggest Visual Upgrade - Ray Reconstruction/Ray Regeneration

Dude just get a PC instead of going through this copium routiine.

I'm 100% ceretain i will be able to use ultra settings and Ray reconstuction on my 4070ti, and i'll post screen grabs to show it (The DF vid is using the future proof cinematic settings).

And you're missing the point, if you have a good PC you CAN use this tech. On console no one can.

You'll need a super PC to run this game with Ray Reconstruction and get decent performance...

The video is clear... still scene... stationary character... enclosed environment... no enemies... 50 fps on a 5080 with DLSS on PERFORMANCE.

That's my point...

NOTE: I have a 4070 Ti and next month I'm going to upgrade to a 5080...

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So after Cyberpunk, Crimson Desert is now going to be the next Benchmark/State of the Art game for PC and consoles?

I really did not wanted to add another game to my backlog, but it looks like Crimson Desert deserves it.

My PC is ready

Cyberpunk is still way more demanding when RT is maxed out. it's a denser world, with tons of reflections and light sources.

so no. Cyberpunk remains the benchmark
 
Imagine if PSSR remove the rain, we would have 2 full months of Bojji posting every day pictures how bad is it.
Funny, but the fact that Cerny's $700 mid gen console cant do ray regeneration is pretty shitty. Ive been saying this for a while but this guy shouldve resigned a long time ago. PS5 is ageing like milk, pssr took year and a half to fix, and his AI and ray traced focus pro console ended up being disappointing to say the least. Remember, he was telling devs that they could see up to 4x performance in ray tracing in the leaked specs.

Had he just leveraged the latest and greatest from AMD, we wouldve had a RDNA4 chip in the pro that would support ray regeneration. But no. He had to be cute, just like he was with RDNA2 picking and choosing what he liked the most. It worked for him back at launch especially with MS dropping the ball, but 5 years later? Eh. Capcom didnt even bother shipping RT on the base PS5. And hes doing it again with the PS6, picking some RDNA5 features, and leaving out others. Good luck.
 
You'll need a super PC to run this game with Ray Reconstruction and get decent performance...

The video is clear... still scene... stationary character... enclosed environment... no enemies... 50 fps on a 5080 with DLSS on PERFORMANCE.

That's my point...

NOTE: I have a 4070 Ti and next month I'm going to upgrade to a 5080...

UDFVNwMUGhSwXGfQ.jpg
Alex was using cinematic settings which are the future proof settings. Ultra is ultra.

The DF vid isnt the full PC breakdown vid, its just a vid about the RT differences.

If a 7900xt can get 60fps at native 4k, then yes a 4070ti wont have a problem

In fact i wouldbnt be surprised if a 4060 could get 60fps at Ultra at 1080p. Its supposed to be 60fps on the less powerful consoles remember (or upto 60fps anyway)
 
Insane. I don't even understand why the difference is that big as I thought RR was supposed to be less stressful on the GPU and to clean up poor resolution RT effects. How it transforms the entire scene is mind blowing to me.
 
Funny, but the fact that Cerny's $700 mid gen console cant do ray regeneration is pretty shitty. Ive been saying this for a while but this guy shouldve resigned a long time ago. PS5 is ageing like milk, pssr took year and a half to fix, and his AI and ray traced focus pro console ended up being disappointing to say the least. Remember, he was telling devs that they could see up to 4x performance in ray tracing in the leaked specs.

Had he just leveraged the latest and greatest from AMD, we wouldve had a RDNA4 chip in the pro that would support ray regeneration. But no. He had to be cute, just like he was with RDNA2 picking and choosing what he liked the most. It worked for him back at launch especially with MS dropping the ball, but 5 years later? Eh. Capcom didnt even bother shipping RT on the base PS5. And hes doing it again with the PS6, picking some RDNA5 features, and leaving out others. Good luck.
Because Cerny has free reign to do whatever he wants and doesn't have timetables that include deadlines. He's also free to make the machines he works on costs whatever he wants. Things like time and budget constraints don't exist and he doesn't answer to higher authority, no sir!

What a clueless post.
 
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"Lazy devs" lol

The game on consoles shits all over 95% of the games out there. It's probably the most advanced tech wise open world game ever created. No shit it doesn't look like the PC version. PC version seems to be the best looking game created thus far when it releases.

Appreciate what you get on your console that isnt nowhere near as powerful as what PC can offer

Too many problems with the low quality lighting and shadows to declare it the best looking game. Cyberpunk still best looking b/c of the high quality RT and path tracing implementation.
 
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Too many problems with the low quality lighting and shadows to declare it the best looking game. Cyberpunk still best looking b/c of the high quality RT and path tracing implementation.
On PC with Ray Reconstruction lighting looks as good as Cyberpunk with PT, imo.

But this game's asset quality, scale, gameplay animation system, models, they all look better than Cyberpunk's.

I admit its hard to compare, 'cause they are completely different games, but CD is much more impressive due to its scope while still delivering amazing visuals, imo.
 
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PC screenshot thread is gonna be glorious

Ray reconstruction / regeneration is doing a ton of heavily lifting here. Part of the reason they're able to ship a suite of RT features on consoles and have it run well is because of the low amount of rays per pixel. Their standard denoiser can't fill in the gaps whereas an ML solution estimates things with remarkable accuracy. Kind of like using FSR1 for upscaling vs DLSS 4.5. Hence it leads the latter looking a generation ahead because it fills in all the "missing" detail that was lacking from the former
 
On PC with Ray Reconstruction lighting looks as good as Cyberpunk with PT, imo.

But this game's asset quality, scale, gameplay animation system, models, they all look better than Cyberpunk's.

I admit its hard to compare, 'cause they are completely different games, but CD is much more impressive due to its scope while still delivering amazing visuals, imo.

Cyberpunk has Ray Reconstruction. The difference is with it off, Cyberpunk doesn't look bad like it lost its ambient occlusion like in Crimson Desert.

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Once again us 5080 peasants gonna have to chose between nextgen lighting and 60fps at decent enough IQ( 4k dlssed perfomance is 1080p internal res).
Under those settings game drops into 50s easily on 5080 which means we will have to go with ultra perf 4k dlss aka internal res of 720p- 1/9th of 4k native pixels compared to 1/4th with dlss perf which siginficantly degrades IQ even more :(
5090 master race wont experience that problem at all, hell maybe they can even play game on 4k dlss balanced, if only i spent 4k usd on my gpu...
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Cyberpunk has Ray Reconstruction. The difference is with it off, Cyberpunk doesn't look bad like it lost its ambient occlusion like in Crimson Desert.

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you can tell Cyberpunk's denoisers (plural, because they have different ones for specular, GI and I think for shadows as well...) are pretty demanding already, because Ray Reconstruction actually will often improve your performance.

it replaces all of its denoisers with a single one, and thereby eases off the GPU load
 
you can tell Cyberpunk's denoisers (plural, because they have different ones for specular, GI and I think for shadows as well...) are pretty demanding already, because Ray Reconstruction actually will often improve your performance.

it replaces all of its denoisers with a single one, and thereby eases off the GPU load

AW2 also has better performance with RR vs. standard denoiser.
 
AW2 also has better performance with RR vs. standard denoiser.
I wonder if there are any settings within the denoiser to increase output quality while working with fewer rays per pixel.

I believe AW2 does 1-3 pixels for PT. That's like 16-48 times more input data for the denoiser, hence comparatively less work for it to do.

Just throwing out ideas for why it's so much heavier.

Alternatively, they could do higher ray count when the denoiser is on, like Gaiff Gaiff suggested. But 20% seems too low a penalty for something like that…
 
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Peasants discovering that the game looks much better on a PC:

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What did you expect? The hardware is much more powerful.
Yeah but the SSD is making it "punch above it's weight!"

Don't get me wrong I love playing on consoles as much as PC but expectations really have to be tempered. You're buying for the convenience, that's it.
 
This is interesting. AC shadows does half resolution if im reading this correctly, In their ray tracing presentation, they found that half resolution is way better than quarter resolution. 1/16 in crimson desert is just way too low and barely even comparable to software ray tracing. Unless that 1/16 figure is something else.

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Crazy. Blackspace engine flexing
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this isnt anything to boast about, the vram utilization is low because the bvh structures which sit in the vram are ridiculously small. thats why you are seeing such poor coverage in terms of AO and shadows.

The game is pushing other things which is admirable and likely why they were vram limited on consoles which have to share the vram pool with cpu related tasks this game is pushing really hard, but on PCs, they shouldve given us the option to push the draw distance, texture detail, geometry, and especially ray tracing settings that rely heavily on the vram budget.
 
It looks amazing, but a denoiser by itself doesn't do shit like this. Something else has to be going on. This is way too night and day.

a "dumb" denoiser has to discard way more data and filter stuff more aggressively, because not doing that would result in more noise and more ghosting.
the result is less granular detail.

ray reconstruction can afford accumulating more data and using more of it, because it can intelligently decide what is good data and what's bad data. and it can intelligently fill gaps similar to a resolution reconstruction method.

this is also the reason ray Reconstruction has far sharper reflections in games that support it. normal denoisers simply aren't intelligent enough to determine which are the best samples, so they smear more, kill detail, create more ghosting etc.
 
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a "dumb" denoiser has to discard way more data and filter stuff more aggressively, because not doing that would result in more noise and more ghosting.
the result is less granular detail.

ray reconstruction can afford accumulating more data and using more of it, because it can intelligently decide what is good data and what's bad data. and it can intelligently fill gaps similar to a resolution reconstruction method.

this is also the reason ray Reconstruction has far sharper reflections in games that support it. normal denoisers simply aren't intelligent enough to determine which are the best samples, so they smear more, kill detail, create more ghosting etc.
I had no idea ray reconstruction could be used to add so much detail like this. However, I feel like there can be more done with the regular denoiser to get better results, at least with patches after launch. VRAM being so underutilized is a bit of a missed opportunity at the moment.
 
I had no idea ray reconstruction could be used to add so much detail like this. However, I feel like there can be more done with the regular denoiser to get better results, at least with patches after launch. VRAM being so underutilized is a bit of a missed opportunity at the moment.

their denoiser is already working overtime I'd say.

they seem to use an INSANELY low amount of rays.
so it looking this good despite that low ray count is actually pretty impressive.

I bet on PC there will be mods to increase the ray count down the line, but I wonder if that's worth it over just enabling ray reconstruction.

for AMD users it might be, especially the ones that can't use FSR ray regeneration.
 
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