ID tech8 deep dive. Digital foundry

Devs need to force RT
fuck old GPU's

Pc gaming is about spending 5K for a gaming pc so you can have the best of the best.

No point in owning the best when people still use fucking gtx 1080's 😂

It's been way too long that devs haven't made the move. I'm surprised there's very few games forcing RT

Early 2000's when programmable shaders came, tough fucking luck if your GPU didn't have DX9 support, just couldn't even start the game and it happened FAST

RT hardware has been out since 2018. It's time to cut off the old tech and move on.

Including software solutions. SVOGI has been around for a long time. There's really no reason except for legacy experience to use raster baked lighting.
 
Yes, say no to unique shaders. After all, we all want this level of fidelity in 2025.

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So you broke the game to get shitty graphics? Fuck off try hard.
 
There's a clear difference compared to Eternal, Eternal looks flat in comparison, there's nothing to explain that isn't self evident... Not to mention this is a dynamic lighting model that looks way better than a static one. Eternal is a clear generation behind compared with TDA specially having played both.
I'm playing TDA and replayed Eternal not too long ago. The difference is minimal on the visual side. I understand that the underlying tech is more advanced but what I see with my eyes is not that much. And I see I'm not alone. And that's it, you can argue day and night that it's much better because you were told so and you refuse to believe your eyes but it doesn't make it true. The engine is more advanced than Eternal's? Clearly. The physics is much better of course but you can put pics of the two games next to each other and you won't see anything that says TDA is nextgen only. When the screen moves, sure, you can see the physics and the more enemy on screen. If you sit close you might also see the slightly better textures and models. That's about it.
 
It's been way too long that devs haven't made the move. I'm surprised there's very few games forcing RT

Early 2000's when programmable shaders came, tough fucking luck if your GPU didn't have DX9 support, just couldn't even start the game and it happened FAST

RT hardware has been out since 2018. It's time to cut off the old tech and move on.

Including software solutions. SVOGI has been around for a long time. There's really no reason except for legacy experience to use raster baked lighting.
Yep. We should be praising devs that push the envelope. Let the past die. Let's fucking move on.

No one on PC who cares about gaming should be on GPUs that dont support ray tracing. It's literally been 7 years. They had an entire generation to catch up. I get that its expensive and x60 GPUs arent that great for ray tracing performance at higher resolutions, but thats on nvidia and AMD for not lowering prices. You can always buy a PS5 and play this at 1080p 60 fps or 1440p 60 fps on the Pro.

besides, the 4070 was like $500 a few months ago. That card is more than capable to run everything at 4k 60 fps using DLSS. No one should be buying x60 series cards anyway.
 
We are talking about them limiting shaders. I posted a picture showing the cost of limiting shaders, and not implementing virtualized geometry techniques.
On a level that's meant to be played flying at high speeds wedged in some wierd corner of a map over 1000M away from your objective. That's like getting out of the map in Halo 3 and wondering whey there's flat textures. You didn't prove any points, you're justifying your lack of intelligence.
 
Sure, the improvements on the CPU side are cool, no arguments there.

But if what you say is correct, devs shouldn't have pushed for RT if it's not the time for it yet. All this RT talk all the time, yet games that use it barely if they even look better (many times they look worse due to noisiness). I understand that it's a big achievement technically, but an end user doesn't care about that (well those who like to play the games and not just measuring their pc performance). They should have just left RT for the next console gen. The declining sales are in part due to lack of innovation in many ways. We pay a lot more for games that, if strictly going by what we see on the screen, could be on lastgen.

I agree, but that's sadly the way they are going on these consoles... thank UE5 for that lol. everyone jumps on the RT GI train due to lumen becoming used by every UE5 dev.


Also to contradict all these, there is GTA VI that shits on everything and looks like a PS6 game, compared to everything what we have currently. It's not released yet so we will see, but what they showed so far is crazy. Yes, 30 fps, but we are comparing it to RDR2 and the leap is clear.
And then there is Doom Eternal and Dark Ages, both 60 fps, but where is the leap?

it's 30fps and we never saw actual gameplay yet.
during gameplay I bet it also won't look this far ahead of the pack. during normal gameplay, all those insane details will be way less obvious and lost due to the resolution, or even culled in some cases.

GTA also has the benefit of basically having an Infinite budget and as much time as they want.
 
On a level that's meant to be played flying at high speeds wedged in some wierd corner of a map over 1000M away from your objective. That's like getting out of the map in Halo 3 and wondering whey there's flat textures. You didn't prove any points, you're justifying your lack of intelligence.
Mesh shaders/virtualized geometry/nanite are supposed to allow for high quality assets to load in without pop-in or having to resort to low quality assets or 'limiting shaders'. Had they invested in that tech, you would not be seeing assets like this even at high flying speeds. It is literally built into consoles. All they had to do was utilize it. They didnt. This is an engine thread. Stop getting triggered by criticism of said engine. Go to era if you just want to suck off your favorite developers, and leave the discussion to people who actually want to discuss graphics.

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Mesh shaders/virtualized geometry/nanite are supposed to allow for high quality assets to load in without pop-in or having to resort to low quality assets or 'limiting shaders'. Had they invested in that tech, you would not be seeing assets like this even at high flying speeds. It is literally built into consoles. All they had to do was utilize it. They didnt. This is an engine thread. Stop getting triggered by criticism of said engine. Go to era if you just want to suck off your favorite developers, and leave the discussion to people who actually want to discuss graphics.

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90% of the time, UE5 is terrible at all the things you've mentioned without micro-stutter or pop-in. If you are going to align yourself with a game engine, UE5 might not be the one to do that with as most games developed on these platforms run like shit.

We are talking about them limiting shaders. I posted a picture showing the cost of limiting shaders, and not implementing virtualized geometry techniques.

Sure, but you chose a part of the map that's very clearly outside the limits of the map, why would you need a shader there?
 
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It's true man. I can go outside and look at nuanced contact shadows. Or play a cinematic third person action game. For Doom, I just wanna go fast. 🤷‍♂️
It IS running fast, I'm getting 65fps to 80 fps on a 6700 XT 1440p FSR with High settings, looking better, playing great and you can see people moving very fast without any noticiable popping.

I don't see what's the problem with this game performance, Id Tech is an amazing piece of tech and I can't see but good things of it being used in this game.
 
I agree, but that's sadly the way they are going on these consoles... thank UE5 for that lol. everyone jumps on the RT GI train due to lumen becoming used by every UE5 dev.
What are you talking about? The devs made the decision and literally told DF that the game would be impossible without it. AC Shadows devs said the same thing in their GDC talk. These worlds are getting bigger and bigger and in order for them to have dynamic elements without sacrificing visual fidelity and disc size, they need realtime GI.

Devs are all going towards realtime GI, be it software based like Software Lumen and SVOGI in KCD2, or hardware based like in Avatar, Outlaws, Doom and AC Shadows. It's not a train they are jumping on because of everyone else, they all came to the same conclusion and spent years investing in adding RT to their own respective engines. It's not like they were already working on UE5 and ticked a box to enable UE5. A lot of hardwork and R&D went into adding this to Snowdrop, Anvil, and ID Tech.

The results arent as impressive in ID Tech because they are a 60 fps title, and because their texture/asset quality isnt that great. Though path tracing should enhance them. it worked wonders for Indiana Jones. These are all PBR materials that should get better looking with more realistic realtime GI.

You are literally arguing against a technique that will enhance actual fucking textures and assets in video games.
 
What are you talking about? The devs made the decision and literally told DF that the game would be impossible without it.

it would be impossible to make a large scale game without realistic lighting? what the fuck are you talking about? does RDR2 not exist?

it would simply look less realistic, that's it.


AC Shadows devs said the same thing in their GDC talk. These worlds are getting bigger and bigger and in order for them to have dynamic elements without sacrificing visual fidelity and disc size, they need realtime GI.

so AC Shadows, a game that has a graphics mode where RT is completely disabled and also allows you to disable it on PC... would be impossible without RT?

interesting. so you're telling most players play an impossible version of the game?


Devs are all going towards realtime GI

realtime GI =/= RT GI


be it software based like Software Lumen and SVOGI in KCD2, or hardware based like in Avatar, Outlaws, Doom and AC Shadows. It's not a train they are jumping on because of everyone else, they all came to the same conclusion and spent years investing in adding RT to their own respective engines. It's not like they were already working on UE5 and ticked a box to enable UE5. A lot of hardwork and R&D went into adding this to Snowdrop, Anvil, and ID Tech.

it absolutely is a trend that is spearheaded by UE5 and Lumen.
but yes of course it would have happened either way. but on this console gen it's simply the wrong choice for most games.
Doom can do it because their engine isn't a piece of shit like UE5, so their RT GI actually looks decent while also running well.


The results arent as impressive in ID Tech because they are a 60 fps title, and because their texture/asset quality isnt that great. Though path tracing should enhance them. it worked wonders for Indiana Jones. These are all PBR materials that should get better looking with more realistic realtime GI.

well I think the RTGI does look great in Doom. certainly better than in any UE5 game ever made, and better than in most other games as well, as at least they didn't have to go sub 1080p to achieve 60fps.


You are literally arguing against a technique that will enhance actual fucking textures and assets in video games.

enhance textures? huh...
I also don't argue against it. I argue that current gen consoles can't do it at a quality level that looks acceptable. which results in games using software Lumen, which is just fucking cancer that almost never looks stable and has so many artifacts that it's just not worth using.

and the worst part of it all is that games use it even tho they wouldn't need it. they use it as a crutch not to improve graphics quality. Silent Hill 2, Expedition 33, Robocop, Immortals of Aveum. literally all of them would look better without Lumen and with baked lighting instead as they are all very static and Lumen adds noise, flicker, ghosting, boiling and on top of that kills the performance/resolution.

I can excuse it for a game at the scope of Expedition 33 or even RoboCop as they are tiny dev teams and using tools that simplify development at such a small scale dev team makes sense. but for most games it's inexcusable imo.
 
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Yes, say no to unique shaders. After all, we all want this level of fidelity in 2025.

DOOMThe-Dark-Ages-2025-05-19-16-13-40-706.png


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Clearly a step above and well worth the performance hit according to some. This game and Indy are exceedingly ugly and hideous to look at aesthetically. The RTGI is the cherry on top of the shit sundae that tanks performance on older machines. The game is also sloppily optimised on PS consoles with erratic performance and sub-par dualsense implementation.
 
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it would be impossible to make a large scale game without realistic lighting? what the fuck are you talking about? does RDR2 not exist?

it would simply look less realistic, that's it.




so AC Shadows, a game that has a graphics mode where RT is completely disabled and also allows you to disable it on PC... would be impossible without RT?

interesting. so you're telling most players play an impossible version of the game?




realtime GI =/= RT GI




it absolutely is a trend that is spearheaded by UE5 and Lumen.
but yes of course it would have happened either way. but on this console gen it's simply the wrong choice for most games.
Doom can do it because their engine isn't a piece of shit like UE5, so their RT GI actually looks decent while also running well.




well I think the RTGI does look great in Doom. certainly better than in any UE5 game ever made, and better than in most other games as well, as at least they didn't have to go sub 1080p to achieve 60fps.




enhance textures? huh...
I also don't argue against it. I argue that current gen consoles can't do it at a quality level that looks acceptable. which results in games using software Lumen, which is just fucking cancer that almost never looks stable and has so many artifacts that it's just not worth using.

and the worst part of it all is that games use it even tho they wouldn't need it. they use it as a crutch not to improve graphics quality. Silent Hill 2, Expedition 33, Robocop, Immortals of Aveum. literally all of them would look better without Lumen and with baked lighting instead as they are all very static and Lumen adds noise, flicker, ghosting, boiling and on top of that kills the performance/resolution.

I can excuse it for a game at the scope of Expedition 33 or even RoboCop as they are tiny dev teams and using tools that simplify development at such a small scale dev team makes sense. but for most games it's inexcusable imo.
I never said realistic? Maybe read before you type?

he devs made the decision and literally told DF that the game would be impossible without it. AC Shadows devs said the same thing in their GDC talk. These worlds are getting bigger and bigger and in order for them to have dynamic elements without sacrificing visual fidelity and disc size, they need realtime GI.

Below you can see what AC shadows look like without RT. The devs literally tell us that in order for them to bake in AC unity caliber indirect lighting for all the weather, season and day night scenarios, it wouldve required 1.9 terabytes of data. Plus literally 2 years of baking in. So they went with a much lower fidelity baked lighting solution that isnt even as good as their first game last gen. So yeah, if you want graphics that are worse than last gen then continue stanning for baked lighting solutions in these massive games.

And yes, PBR materials get enhanced by better lighting solutions since they are well physical based. Better light reflections, light bounces, proper shadowing and other light properties make the materials look like they should.

Realtime GI is realtime lighting. Ray tracing is realtime lighting. It's just more accurate than software based solutions we see in Software Lumen, KCD2, Starfield, Forza and other games with realtime GI. It's not something new. it's something devs wanted to add last gen. You can look up the Fable 2015 demos.

Hilarious of you to state that UE5 started this trend even though starfield, a game in development since 2015 has it. Even though Avatar that started development in 2017 had it. Even though KCD2 which started development in 2018 had it. Forza which started development in 2017. Dead Space uses realtime GI instead of baked GI and that started development in 2018. Hell, Crytek released a Software RT demo in 2019. A full year before Lumen was revealed and 3 years before UE5 was released. Spearheaded my ass. Everyone from EA to Bethesda, Turn10, Ubisoft Massive, Ubisoft Montreal, Rockstar and ID Software are moving away from baked GI but Kevboard thinks they are all retarded. A big LOL


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I never said realistic? Maybe read before you type?



Below you can see what AC shadows look like without RT. The devs literally tell us that in order for them to bake in AC unity caliber indirect lighting for all the weather, season and day night scenarios, it wouldve required 1.9 terabytes of data. Plus literally 2 years of baking in. So they went with a much lower fidelity baked lighting solution that isnt even as good as their first game last gen. So yeah, if you want graphics that are worse than last gen then continue stanning for baked lighting solutions in these massive games.

And yes, PBR materials get enhanced by better lighting solutions since they are well physical based. Better light reflections, light bounces, proper shadowing and other light properties make the materials look like they should.

Realtime GI is realtime lighting. Ray tracing is realtime lighting. It's just more accurate than software based solutions we see in Software Lumen, KCD2, Starfield, Forza and other games with realtime GI. It's not something new. it's something devs wanted to add last gen. You can look up the Fable 2015 demos.

Hilarious of you to state that UE5 started this trend even though starfield, a game in development since 2015 has it. Even though Avatar that started development in 2017 had it. Even though KCD2 which started development in 2018 had it. Forza which started development in 2017. Dead Space uses realtime GI instead of baked GI and that started development in 2018. Hell, Crytek released a Software RT demo in 2019. A full year before Lumen was revealed and 3 years before UE5 was released. Spearheaded my ass. Everyone from EA to Bethesda, Turn10, Ubisoft Massive, Ubisoft Montreal, Rockstar and ID Software are moving away from baked GI but Kevboard thinks they are all retarded. A big LOL


B6OLzz9.jpeg

zt91FNM.jpeg


much-better-path-tracing-comparison-in-indiana-jones-4-v0-kqyht5xjue8e1.jpeg



What about the open world ACs last gen? How is it possible they had better lighting than AC Shadows non RT mode? And they had day and night cycle so it was not baked I guess. My point is that devs somehow could solve these things before RT but now we suddenly need it everywhere because nothing is possible anymore without it.
 
It's insane to me how MS chose UE5 over ID7 or 8 for the new Halo reboot. It's the god engine for FPS games.
MS chose UE so they can maintain their contractor mandates. Changing staff every 18 months killed 343i because their contractors had to learn their internal engine, which took about a year. So, they shifted to an industry standard engine so they can source contractor talent that will know the engine before they start. Using id tech doesn't fix their contractor issues.

Overall, sounds like ID8 made some very smart decisions. As was discussed in the video, using real-time RT lighting as standard, combined with other now real-time effects, shaved potentially years off of the development cycle. That sets id up to deliver games faster, keeping budgets lower. As I've posted about before, it's one of the reasons people embraced UE5 - it's just that much faster to finish your game when you don't need to bake everything. TDA pushing RTGI, huge enemy counts, massive amounts of real time effects, and complex rigid body physics at 60FPS on consoles with minimal baking is crazy impressive. We're seeing companies push themselves to the absolute breaking point to maintain the baked approach to lighting and effects because doing it all in real-time is something that so very few companies can hope to pull off. id did it all at 60FPS. Madness.
 
I never said realistic? Maybe read before you type?



Below you can see what AC shadows look like without RT. The devs literally tell us that in order for them to bake in AC unity caliber indirect lighting for all the weather, season and day night scenarios, it wouldve required 1.9 terabytes of data. Plus literally 2 years of baking in. So they went with a much lower fidelity baked lighting solution that isnt even as good as their first game last gen. So yeah, if you want graphics that are worse than last gen then continue stanning for baked lighting solutions in these massive games.

And yes, PBR materials get enhanced by better lighting solutions since they are well physical based. Better light reflections, light bounces, proper shadowing and other light properties make the materials look like they should.

Realtime GI is realtime lighting. Ray tracing is realtime lighting. It's just more accurate than software based solutions we see in Software Lumen, KCD2, Starfield, Forza and other games with realtime GI. It's not something new. it's something devs wanted to add last gen. You can look up the Fable 2015 demos.

Hilarious of you to state that UE5 started this trend even though starfield, a game in development since 2015 has it. Even though Avatar that started development in 2017 had it. Even though KCD2 which started development in 2018 had it. Forza which started development in 2017. Dead Space uses realtime GI instead of baked GI and that started development in 2018. Hell, Crytek released a Software RT demo in 2019. A full year before Lumen was revealed and 3 years before UE5 was released. Spearheaded my ass. Everyone from EA to Bethesda, Turn10, Ubisoft Massive, Ubisoft Montreal, Rockstar and ID Software are moving away from baked GI but Kevboard thinks they are all retarded. A big LOL


B6OLzz9.jpeg

zt91FNM.jpeg


much-better-path-tracing-comparison-in-indiana-jones-4-v0-kqyht5xjue8e1.jpeg




I am specifically talking about raytracing not any other form of real time GI... so most of this is irrelevant.

the issue with current gen implementations of specifically RT GI is that it often looks worse than last gen backed lighting.


also I only take issue with it when it is used as a crutch, see Silent Hill 2, not when it's used to create bigger scale and more dynamic environments like in Doom.

and generally all I was initially saying was that current gen games will basically never look generationally different to last gen games. Doom Eternal looks essentially as good as Doom The Dark Ages if you ignore the increased scale. the difference comes from scale, so I don't disagree with you... that's literally what I was originally saying.

RT allows for the same graphics quality of the best looking last gen games, but at a bigger scale.


however, due to how demanding it is on the RDNA2 GPUs of current gen systems, smaller scale games do in fact look worse when it is used, as it will lead to bad performance and bad image quality and almost zero appreciable benefits to any aspect of the presentation.
Immortals of Aveum and Silent Hill 2 being 2 of the worst examples of this. both games would look and run significantly better without RTGI. in those games it was exclusively used as a crutch to get "eyecatching" results in trailers and promo shots more easily
 
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What about the open world ACs last gen? How is it possible they had better lighting than AC Shadows non RT mode? And they had day and night cycle so it was not baked I guess. My point is that devs somehow could solve these things before RT but now we suddenly need it everywhere because nothing is possible anymore without it.
No its baked despite having a day night cycle. they just had different bakes for day and night.

The slide i posted explains why AC shadows baked solution looks worse than AC unity. The more time of day you have, the more bakes it requires, the more space it takes, the longer it takes to iterate. They had to downgrade the graphics from AC Unity to Origins because they had many more time of day and this time around they have 4 different seasons AND weather. In one of the slides they showed how literally one area can have 9 different variants at the same time of day.

Again, this is more of an academic exercise where they take AC unity's interiors as an example and point out why they couldnt use baked GI to get the same visual fidelity. Doing so would cost 1.9 terabytes of data and literally 2 years of baking time.
 
I am specifically talking about raytracing not any other form of real time GI... so most of this is irrelevant.
that makes no sense because you were talking about UE5 which is only using the software version of ray tracing in literally all UE5 games released so far on consoles. Only avowed and sh2 on PC use hardware lumen which is RTGI.
the issue with current gen implementations of specifically RT GI is that it often looks worse than last gen backed lighting.

This is just now true. Play Fallout 4 or Fallout76 and compare it to Starfield. Generational difference. GTA6? generational difference compared to RDR2. Avowed? Generational difference compared to Outer Worlds. SH2. Generational difference compared to Medium. Professional Baseball spirits. Generational difference compared to MLB the show. AC shadows is literally in a league of its own.

Doom i agree isnt a generational difference but thats an exception, not the norm.
 
MS chose UE so they can maintain their contractor mandates. Changing staff every 18 months killed 343i because their contractors had to learn their internal engine, which took about a year. So, they shifted to an industry standard engine so they can source contractor talent that will know the engine before they start. Using id tech doesn't fix their contractor issues.

Overall, sounds like ID8 made some very smart decisions. As was discussed in the video, using real-time RT lighting as standard, combined with other now real-time effects, shaved potentially years off of the development cycle. That sets id up to deliver games faster, keeping budgets lower. As I've posted about before, it's one of the reasons people embraced UE5 - it's just that much faster to finish your game when you don't need to bake everything. TDA pushing RTGI, huge enemy counts, massive amounts of real time effects, and complex rigid body physics at 60FPS on consoles with minimal baking is crazy impressive. We're seeing companies push themselves to the absolute breaking point to maintain the baked approach to lighting and effects because doing it all in real-time is something that so very few companies can hope to pull off. id did it all at 60FPS. Madness.
Yeah I forgot about the contractor shit MS has for 343/Halo studios, nothing that can be done there...
 
It IS running fast, I'm getting 65fps to 80 fps
That is not fast for a boomer shooter man. I need 165 locked.

Good to know we have the same GPU though! Now I know we're talking about the same thing, which is quite disturbing. I think it runs like shit. Frame rate looks good, frame pacing feels bad. FSR is unusable imo.
 
No its baked despite having a day night cycle. they just had different bakes for day and night.

The slide i posted explains why AC shadows baked solution looks worse than AC unity. The more time of day you have, the more bakes it requires, the more space it takes, the longer it takes to iterate. They had to downgrade the graphics from AC Unity to Origins because they had many more time of day and this time around they have 4 different seasons AND weather. In one of the slides they showed how literally one area can have 9 different variants at the same time of day.

Again, this is more of an academic exercise where they take AC unity's interiors as an example and point out why they couldnt use baked GI to get the same visual fidelity. Doing so would cost 1.9 terabytes of data and literally 2 years of baking time.
Okay, just want to make sure I get this right.
The main point of RT lighting in Shadows is that if they wanted to keep the lighting system they used for the previous open world games (Origins, Odyssey, Valhalla) that would have cost a LOT of disc space and time due to the different weather + season combinations. They still managed to do it, because the non-RT mode exists on base consoles, but they had to spare time and disc space so that is the reason why the non-RT baked lighting looks inferior to Origins, Odyssey and Valhalla. Am I correct?
 
Okay, just want to make sure I get this right.
The main point of RT lighting in Shadows is that if they wanted to keep the lighting system they used for the previous open world games (Origins, Odyssey, Valhalla) that would have cost a LOT of disc space and time due to the different weather + season combinations. They still managed to do it, because the non-RT mode exists on base consoles, but they had to spare time and disc space so that is the reason why the non-RT baked lighting looks inferior to Origins, Odyssey and Valhalla. Am I correct?
Something like that. You can see the powerpoint slide here. Skip to page 50 to see the RTGI discussion. They explain why they decided to go with RTGI, and showcase their baked GI solution for performance mode. In the end, they basically end up making assumptions in regards to GI instead of what they did with AC unity, which is why it doesnt look as good and takes up a lot less data.

 
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That is not fast for a boomer shooter man. I need 165 locked.

Good to know we have the same GPU though! Now I know we're talking about the same thing, which is quite disturbing. I think it runs like shit. Frame rate looks good, frame pacing feels bad. FSR is unusable imo.
165, that's a you thing, don't blame the game lol
 
Ubershaders != Less gfx.

They have parameterised, and combined shaders into more reuasble, unified shaders to reduce compilation lag. This does not mean "hurr hurr less graphics".
 
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Ubershaders != Less gfx.

They have parameterised, and combined shaders into more reuasble, unified shaders to reduce compilation lag. This does not mean "hurr hurr less graphics".
And actually that makes the shaders more complex as they're heavier to compute, but save a lot on Shader compilation and probably (not sure) in draw calls
 
Something like that. You can see the powerpoint slide here. Skip to page 50 to see the RTGI discussion. They explain why they decided to go with RTGI, and showcase their baked GI solution for performance mode. In the end, they basically end up making assumptions in regards to GI instead of what they did with AC unity, which is why it doesnt look as good and takes up a lot less data.

Unfortunately, it seems I have to pay to access it so I'm unable to check it.
 
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