Technology is improving rapidly: A new patch hops the performance of the horns in Battlefield V • HWzone
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Technology is improving rapidly: A new patch is making the performance of the warp trace more efficient in Battlefield V

After a disappointing initial launch, DXR technology in the popular action game leaps forward with a new patch and updated NVIDIA drivers

Our first practical introduction to NVIDIA's RTX platform, in support of Microsoft's DXR standard for authentic gaming tracking, was not very encouraging - although the effect certainly contributed to realistic and unique reflections in puddles, glass and various metal surfaces in Battlefield V The fresh, It also mapped the performance obtained by about 50 percent And sometimes even more, which certainly did not justify the improvement in display quality.

Right from the start, we expressed hope that the continued development of the technologies and future updates will improve the products and reduce the performance gap - and to our delight, this seems to be happening sooner than expected, as we already have about a month after the official launch we have updates that provide Are significantly better, without sacrificing visual quality.

With the 417.22 version of Device Manager for NVIDIA GeForce RTX cards, which are the only ones currently supporting the DXR standard under DirectX 12 as remembered, and an update for Battlefield V itself which received the name Tides of War: Overture and officially released it to players via the Origin platform Yesterday (Wednesday, December 5) - The resulting performance is tens of percent improvements (Up to 50 percent by NVIDIA's own statement) Relative to previous versions when the DXR capability is enabled, in all four different levels defined for it.

now, RTX 2080 Ti Cards And a frame rate of more than 50 frames per second on average using Ultra DXR under 4p resolution. in parallel The RTX 2080 models Can achieve 60 frame rates per second or higher in the Medium or Low DXR settings at 1440p resolutions, while The RTX 2070 cards The moderators of the group can rejoice at the ability to display running speeds of over 60 frames per second in all DXR settings under 1080p operation resolution, compared to display rates that dropped to 40 frames per second only during the previous update of the game.

The improved performance compared to the original - there's still a lot to look for, but it's a very impressive improvement over the short period of time
Source images: techpowerup.com

This performance is still not our ambition, as it is still a cut of about 20 percent and even 30 percent display rate relative to Battlefield V's operation without DXR technology at all, but at least you can see progress in the right direction - and hope that over time Itself and the game creators will learn how to provide us with the most realistic and impressive effects thanks to Ray Tracing, while minimizing performance as part of the use of dedicated processing units for this area, instead of being fully based on the main CUDA units that are responsible for completing all other aspects of the visual display .

As for the quality of the visual effects, most sources in the field seem to agree that the DXR in the Medium settings gives the best ratio between performance and appearance, at least at this stage

What do you think about the performance and look DXR delivers now? Let's share your comments!

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  1. The technology has not improved, they simply handle the scene that the actor only sees and not the whole scene around him.
    Nice trick overall but does the job.

      1. In the direction of the horns it is impossible to know in advance how each surface will affect the lighting, so that for true rays to be routed it is necessary to consider all the elements in all directions and distances. Believes they have simplified the beam-routing model to ignore distant surfaces.

    1. Come on… this is today.
      Tomorrow the chip will probably come to make the whole picture _ (but in the end it depends on the consumers, they will complain, they will not complain… pay)

    2. It was like that from the beginning. At the announcement event, they said they were doing reverse corneal tracking, starting from the observer's eye and looking for sources of light, in order to avoid unnecessary corneal tracking

  2. Some refinements about what was said in the article and comments:

    Using the Turing architecture operation method, the RT cores are used to create a Bounding Volume Hierarchy and browse within it - which saves a lot of work in tracking light / shadow / refraction / focus / blur sources throughout the Maroon space. In fact, these are the catalog and routing cores, they don't do the tracking themselves ... Google will probably explain it better than I do.
    The above tracking and calculation results are still ultimately performed by CUDA cores. These are geometry and shading calculations, after all.
    The results of this process will also contain "noise" (resulting from the limit of sampled beam density) that the tensor cores "slip" on the way to the ROP. Quite similar to their role in DLSS. This is their debut on home tickets and they don't get enough credit.

    TLDR: Running Ray Tracing will always require some of the CUDA cores dedicated to these operations only.

    Maybe in the future architecture with dedicated tracking cores will appear, don't build on that - such cores will perform similar calculations and require access to the same data as the primary cores. The practical solution is to simply add more CUDA cores. On the other hand, we also want to keep silicon and power casing and practical heat…
    I am sure that the best interests of all companies in the field are breaking their heads over these dilemmas today.

    Now, every game software model currently performs Ray Tracing only for transparent, shiny or reflective surfaces. Still far today a home computer will contain a card that performs RT per pixel in the frame. The last patch didn't change that.
    I'm betting that the change is due to the form of Downsampling (reducing the number of rays to a point, compressing information about the color, maybe even spacing the test points (I use the term Downsampling very loosely). Probably the smoothing of the tensors is effective enough for us to feel no difference.

  3. It does not interest most of the serious players, but excess detail interferes with enemy identification, and the lower the level of detail, the easier it is to play and locate the enemy. And in this game wins whoever shoots first.

  4. Quote of EGarchmorph

    It was like that from the beginning. At the announcement event, they said they were doing reverse corneal tracking, starting from the observer's eye and looking for sources of light, in order to avoid unnecessary corneal tracking

    It's always like that. In all the rendering engines (which I heard about) they do that. This is not new

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