Should you be bothered with … search for the path?

Should you be bothered with ... search for the path?

Monitoring the path has returned in the recent PC hardware agenda, with NVIFA’s sales for GeForce RTX 5080 and RTX 5090 more than their good level in discovering this advanced graphics technology. However, in addition to the sparkling charm of marketing slides, tracking the path is still especially suitable: nearly six years since Quake II RTX acts as a player in the actual technology of technology, you can still count the number of compatible games on your fingers. Comparing and contrasting with dozens of games that have accepted to search for rays, the little demanding grandson of Path, and you may start wondering why many game developers do not go for it.

We are not here to answer that, though. This is that you should be bothered, here to investigate whether Friend Should start using path tracking effects to give your games-A number of them, anyway, treat the entire loop maximum. Even if it needs a graphic card upgrade to do so.

A car is located on a neon light road in Cyberpunk 2077, introducing its exceeding its level with the path.

The natural place to start is with an explanation of what the traces are actually. Like the traces of Ray, it is a method of creating light, darkness and more realistic reflection (or, at least more intuitive), related to real -time light traces from the game’s camera to their intended light sources. Both are more intensive in terms of calculation compared to the way games often present lighting effects, but the search is still limited by finding only one ray on each pixel and calculating a small number of secondary rays if the light shines on the reflective surface. Tracing the path is a “sure, grain” version, creating multiple rays on each pixel and allowing them to bounce around the surfaces randomly until they find a light source or press the bouncing limit.

This eats more and more powerful, but what you end is basically a model for how all Light in a scene should behave – not only specific rays. Theoretically, this makes more realistic effects capable of responding more to real -time changes. That is also the reason why searching the path is sometimes called “full ray monitoring”, because the principles of the traces are applied to the entire image in contrast to the sources and lighting effects are very specific.

Applied with illegal, traces of the path that can provide an intuitive type that you rarely see in addition to pouring half of Nexusmods into a Bethesda role -playing game. See how it changes Cyberpunk 2077, even compared to Ray Ray:

Level, at personal level, some changes work better than other changes. Wet road surfaces look better with traces of roads, firmly – with traces of rays, they can have ugly particle effects when you move, then suddenly smooth as soon as you stand still. A little strange. The search for them gives them a more consistent, less patchwork that eventually works better with aesthetics.

However, the presentation of the overall light becomes much brighter and warmer, but I am not sure that it is very good for Grungy criminal vibes. There is also a feeling that the light sources itself are overcurrent – that the Neon signs are almost not easy to read with the path.

The companion of Tracee Alan Wake 2 – a place where there is a trace of enhanced rays with RTX Mega geometry support – Choose a more sophisticated approach. In these photos, the visible benefits for the standard RT are mainly just brighter car covers and cleaner water reflections. But, in a previous part – while walking through the forest like Saga – I have noticed a more contact detail with the darkness, this has reacted more honestly to both myself and many leaves and branching trees moving around in torches and lights.

Because I am playing these games on GPU GeForce RTX, they have also been restructured Tia DLSS 3.5 more touching, using (what else?) However, one of these two things creates a convincing sales for this to have technology? Perhaps not too much. Cyberpunk 2007 only becomes too bright and daring for my tastes, and while Alan Wake 2 is a more frank improvement, a lot of upgrades (such as more detailed shadows on that street trash, or spooky forest) is almost impossible to be distinguished from extremely high -ray monitoring settings.

To carry out a bit of the BBC-ISH press balance, I want to give the use of the path that I really like: Portal with RTX. The Remaster version developed by NVIDIA, developed by the initial portal combining new structure with light and darkness completely monitored, this creates some beautiful effects while still in accordance with the clinical design.

The test room stretches 18 in the portal with RTX.

Image credit: Short gun/nvidia

However, I will admit that part of the reason it displays a very good path monitoring is not a standard ray monitoring mode to compare it – you can also just one Play with traces. It is also completely brutal when running, which takes us to another problem, greater with the trace of the link: Performance.

You may have seen this upcoming. Even if the path traces only make small improvements compared to the trace of the rail, it can and will impose a much larger amount of money on the game performance, and the tracking rail is a practical tax. I have tested three recent graphics cards at their typical screen resolution – RTX 4060 for 1080p, RTX 4070 Ti for 1440P and RTX 5080 for 4K – and all three of them have to endure a lot of games mentioned above, sometimes drop below 30fps.

A bar chart shows how the game runs with and has no path on the RTX 4060.

Image credit: Stone pistol

A bar chart shows how the games run with and there are no traces on the RTX 4070 TI.

Image credit: Stone pistol

A bar chart shows how the game runs with and has no path on the RTX 5080.

Image credit: Stone pistol

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Monitoring the path can cut the average efficiency of 50% or more, and again, it is just this new (or new) GPU. The older but still widely used cards like RTX 3060 will not cut it. And if they did, the path monitoring made a game look more beautiful than 50%? Not unless it redesigned an old classic work.

These large and blue bars pointed out a way that could solve this pencil quality, with the RTX 40 series that could call for the DLSS 3 generation to push Framerates back to the territory that was not bad. Meanwhile, the RTX 5080 can deploy the multi -frame generation (MFG) of DLSS 4 to enhance even greater.

The problem has been solved? Not entirely. As I recently taught Monster Hunter Wilds, the creation of frames is not allowed to cover up the shortcomings in creating numbers by creating numbers. It is said to make the game run smoothly even better by building on a solid (fast) basis that the PC has the ability to self -make. This difference is very important for half of the reason for low -suction framerates, outside the visual element, which is the image on the screen that is less often reflects your control inputs. Therefore, the molasses feel and why the higher Framerate games have less input. Not only the frames are created do not reduce this latency – because they come from outside the main output pipe of the PC and therefore do not take into account the control input – but they are also active to it. The result is while Alan Wake 2 on RTX 5080 Look Great when it reached 124fps with traces, it still feel It is like it is running at 36fps speed, with all the slow demands.

A scene driving at night in Cyberpunk 2077: Phantom Liberty, with the reconstruction of DLSS 3.5 rays is turned on.

Image credit: Short gun/CD Projekt Red

There is a factor of repeat history, here. When the search ray for the first time becomes the ability in the game, returning to the RTX 20 Series GPU in 2018, it can only do so by forcing the upgraded DLSS to absorb performance. Now, whenever a game is traced, it often needs to create a frame for the same reason. Except for upgrading, especially DLSS, never comes with the trade -off and disadvantages at the level that the Frame gene has made, thereby making the link related to a more difficult search.

Also, to return to a previous point, the lack of games that supports it. Regarding the full and original games, the current releases only spread on Cyberpunk 2077, Alan Wake 2, Legendary Black: Wukong, and Indiana Jones and The Great Circle, with Desordre Puzzler, Puzzler inspired by Portal providing a number of independent representatives. Also thought to be Star Wars Outlaws, using the lighting system like the path called RTX Direct Illumination, while MMORPG Justice has it but not available on PCs in the West.

On the other hand, it is just mods like Quake II RTX and Portal with RTX, and that is not for Poo-Poo them to definitely want to check on RTX Half-Life 2 when it finally released. However, a list of bulging is not. And even if you are willing to upgrade your PC to something that can run the path, there is a serious question about whether you get your money value.

A dark forest scene in Alan Wake 2, with rail search on its high pre -settings.

Image credit: Paper Paper Shotgun/Epic Games published

Should you worry about the path? Probably not. Even the incredible ratio of Ray tracking is not always favorable and tracing the path to worsen the problem, so I can not recommend going out and buying RTX 5090 to enjoy the more reaction balls cast by Keanu Reeves’ Bears Hairs. Not when it is difficult on your hardware and when there is only a small percentage in your steam library will allow you to take advantage from the beginning.

I have considered that there are other ways to maintain performance, while still participating in the fruits of the path. You can, say, the DLS is lower from quality to efficiency mode or removing other settings such as texture or plant quality or anything. But that is not really suitable for tracing the path, which makes your games look as good as they made in the release points before release. If you have to destroy the other elements of that surrender abundance, it is just defeating the point.

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