Raytracing with an AMD GPU should still not perform as well as RTX cards to be fair…
I guess we will find all out next week!
I would be sad if I couldn’t run Ray Tracing, though; I built my PC a couple of years ago with great effort expecting it to serve me well for many years, so, if it turned out to be unable to run the only game I practically play at its full potential, it would be very disappointing to me…
I mean, I could disable Ray Tracing in the worst case scenario, but it would also be kinda sad not to enjoy the main visual highlight in years xD.
The fact that DX12 alone dropped my FPS from 150-ish to 80ish, too, even without RT… oof.
graphics card discrimination
Sorry, not to sound arrogant, but if you always go for the lowest denominator, we’ll still be playing in 800x600 in 10 years because someone is still playing with their toaster ;)
I was referring to the whole Nvidia > AMD thing, but fair enough lol
It’s absolutely normal if you at least partially understand what is going on. To put it into perspective, ray traced scenes took hours to generate one frame not even 10 years ago. I am actually astonished we are at a time where we can have ray traced enviroment simulated in real time. Getting 40 FPS with RT on is actually great feat considering the scale of War Thunder. On a decade+ old engine which started off with prebaked lighting no less. I am amazed the devs have been able to code it in.
Sounds more like you had DLSS on before and on devserver you had unknowingly DLSS off. That would explain your FPS drop as DX12 in itself actually improves efficiency/performance. Or perhaps you had a different AA method. SSAA tanks your FPS significantly as it upscales textures. Or perhaps both. I can’t even run stable 4k 144FPS on my RTX4070 if I were to turn on SSAA. That cuts my FPS to something between 30-50.
I tested the RT on the dev. I went from 100-120fps to 30-50 on my 7900XTX. AMD cards are cooked.
I used DLSS Quality both on the dev server and live!
Same settings in every field, except for DX11 > 12 and Ray Tracing.
I also then switched to the new anti-aliasing option later (can’t remember the name right now), but that didn’t have any impact on performance.
I call for a better DLSS, if gaijin really want make their RTX usable.
Also would you consider adding stepless adjustment for SSAA? (Which currently can only set to either 1x or 4x)
For a game that still allows for ULQ to cater to 2009 GPU’s this seems like a weird thing to go for, especially as in competitive games these things tend to be disabled by a lot of people for increased performance or better visibility, and only a small percentage of the playerbase actually has hardware capable of even using this in the first place.
I think there are a lot of other aspects of the game that could do with a polish, ray tracing isn’t going to save all the super old vehicle models that were old when they were introduced in 2014 and are now well over 10 years old.
Loading screens that haven’t changed in 10 years.
The UI that looks like a debug menu for air or a mobile game for ground.
Bomber cockpits not existing, and yes, it takes time yada yada, that’s no excuse to not present a half decent interior.
Doesn’t really seem like the game is in a place where this is the logical next step for graphical improvements.
I always thought; sure, full-fidelity cockpits may be a “waste” of time, but… at least they could give them more than 17 polygons in total, or generic wood, steel and fabric textures instead of untextured plain green/grey xD
Even il-2 is now modeling the b29 in its entirety just so it can be an Ai, yet Gaijin can’t with a much larger budget. There honestly should be a max allotted time frame an aircraft is allowed to have a cockpit placeholder, because at this point they are not placeholders, but the real thing.
That’s kinda the thing, because it’s always this argument about how much time it takes, but it doesn’t have to be 1:1 historically accurate, it just has to not look like complete ass.
Currently you can find better cockpit models in games from 2005.
I have a 4080 and all that good stuff, and I’ll be honest I see no difference in anything but the reflections.
In a practical sense, I notice no difference. Beside lower frames ofc.
I just hope theres a button to switch it off alltogether. Visibility and performance are more important than fancy new techniqes where you need to carefully compare screenshots to actually see the difference.
Its noticeable where there are a lot of shadows and reflections.
You can turn it off.
I find it to be very noticeable- just a gif showcasing a bit of it I made; maybe with very quick comparisons it is more visual, hahah.
Shadows are more detailed, accurate and natural, and grass no longer casts deep shadows anymore.
Just looks like the grass is gone
Nice!
Sounds like console (XSX/PS5) players will have to be hard capped at 1440p if they want to maintain 60 FPS with RT enabled though. I don’t think it’ll be an enjoyable experience trying to juice out 4K60 (or 120 even) with RT enabled as even most high end PCs (including mine!) can just about muster the graphical and CPU power for that consistently - if at all.
Good on Gaijin for the improvements though!