Viking City Builder- Ray tracing showcase

KyoZz

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Roslagen, the creator of Viking City Builder, has announced that this upcoming strategy game will support Ray Tracing and DLSS 2.0.
Viking City Builder will be using Unreal Engine 4, and will support ray-traced reflections, shadows and ambient occlusion.






As Roslagen said:
"Ray Tracing generates a much more accurate and realistic effect than traditional methods of lighting a scene in games production. It even takes the physical aspects of the world into consideration and can also simulate variety of optical effects like reflections and really helps to bring the virtual world to life and makes it more believable I think. The use of Ray Tracing unfortunately has a negative impact on performance but I have good news. The game will offer support for DLSS2. Thanks to this technique we get a huge performance jump of up to 40% with additional image quality improvement!"


In order to showcase these Ray Tracing effects, Roslagen shared the following comparison screenshots.
RTX off on the left, RTX on on the right

Viking-City-Builder-no-ray-tracing-5.jpg
Viking-City-Builder-ray-tracing-5.jpg

Viking-City-Builder-no-ray-tracing-3.jpg
Viking-City-Builder-ray-tracing-3.jpg

Viking-City-Builder-no-ray-tracing-1.jpg
Viking-City-Builder-ray-tracing-1.jpg



 
A game made by one guy has DLSS.

I thought it was super duper difficult to implement though./s
 
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I thought it was super duper difficult to implement though.

Older versions were difficult, since DLSS 2.0 it's much easier. You can have more details here on how it works:
 
A game made by one guy has DLSS.

I thought it was super duper difficult to implement though.
DLSS 1.0 required you submit your game to nVidia, and likely have some automates way for nVidia's servers to "play" your game (navigate the world, capturing frames at different settings.)

DLSS 2.0 uses a generic back-end model that doesn't require a specific game to be modeled on their servers.

It's likely most major games will support it in the future, and plenty of indies.
 
Older versions were difficult, since DLSS 2.0 it's much easier. You can have more details here on how it works:
DLSS 1.0 required you submit your game to nVidia, and likely have some automates way for nVidia's servers to "play" your game (navigate the world, capturing frames at different settings.)

DLSS 2.0 uses a generic back-end model that doesn't require a specific game to be modeled on their servers.

It's likely most major games will support it in the future, and plenty of indies.


I know. I' making fun off people who are always saying DLSS is never going to get mass adoption because it's difficult to implement
 
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Meh, the non rtx example have ultra shitty old school reflections, they didn't even tried to make it decent.
It's one dude... If anything this showcases just how awesome of a benefit RTX will be for smaller devs or just to save dev time and money in general for any project which can then go towards enhancing other aspects of the game.
 
Can't see much difference.

This is one of the bigger differences I've seen actually - look at the first screenshot and how flatly lit the mud road and house wood wall is compared to the rtx screenshot. Or in the picture with elk, how the rtx is showing reflections of things not in screen at the time.
 
Seems to add a blue tint to everything. For the performance hits, what I've seen of ray tracing demos haven't really impressed me much
 
I've long said that a bigger budget warrior themed Stardew Valley would be nuts.

Instead of growing crops, players would have to make preparations for war.

I did it. I wished it into existence.
 
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Interesting. A new city builder is always welcome.

Thought it was a Assassin's Creed Valhalla thread at first because the main hub settlement can grow as you progress.

Seeing a ton of Viking influence in pop culture and video games in the past few years.
 
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