![]() ![]() You can’t use it only when the benefits might be noticed. When turned on, it’s in constant operation. Yet we don’t think it’s fair to examine DXR based only on ideal scenarios. An ideal scenario would involve combat over a puddle of water or next to a glossy storefront window. With few reflective elements obvious, it’s hard to see how ray tracing is better.Īdmittedly, our clip isn’t an ideal scenario. We think this Battlefield V clip drives home just how little a difference you’ll notice in most scenes while playing the game. You can spot differences in screenshots, but playing the game makes DXR's improvements difficult to spot. Let’s move on to the second mission, Nordlys. The extreme shimmer of wet rocks at lower DXR settings serves as a glaring reminder you’re playing a game. That said, we do think DXR high/ultra looks better overall. In a salty mood, we might argue the darker look of DXR high/ultra makes the game more difficult to play. A lot of detail is lost, and the image looks flatter and less dynamic as a result. The better DXR settings in this shot look extremely dark. It’s a bit hard to notice in motion, though, and not a clear-cut win. With DXR at high or ultra, it appears dull and worn. At lower DXR settings, it looked polished and gleaming. The character of the player’s gun changes completely. The entire scene becomes darker as the bright highlights visible on many objects disappear, replaced by more subtle and realistic reflections. Turning DXR up to high, and then ultra, introduces a more drastic change. DXR low, and even medium, doesn’t negate that problem – but it certainly helps. With DXR off, they appear as if made of shiny plastic. They have a uniform sheen with DXR turned off, while turning DXR to low introduces subtle shading. Turn DXR on, however, and… well, the difference isn’t easy to see. ![]() There’s a wide range of lighting, from the dimly lit cliffs, to the glow of distant clouds, to the glitter of nearby puddles. This is an impressive shot even with DXR off. And that makes the advantage of ray tracing hard to see in most situations.Ĭue a screenshot from the first mission, Under No Flag. Artists have learned how to mimic proper lighting without ray tracing. If light reflects of a red wall in reality, you’d expect to see a red tinge to the light bouncing off it. That’s also why light often looks less diffuse or isn’t the proper color. It’s often either too opaque or too reflective. That’s why the water is so difficult for games to get right. Game developers and artists have come up with convincing tricks to mimic the look of light bouncing off objects, but you’ll see it break down if you pay attention. Reflections are the perfect candidate for showcasing ray tracing’s potential, and seems to be the obvious low-hanging fruit. Ray tracing in Battlefield V is currently limited to reflections, but it’s arguable that’s not a big deal. Certain effects, like a pond’s mirror-like reflection, are impossible to accurately create in real-time without ray tracing. The way it simulates how light bounces off objects mimics the way light works in the real world. Can you notice the difference?ĭXR ray tracing can, in theory, make a huge difference in image quality. We tested at 1080p resolution at the Ultra detail preset, then toggled through testing with DirectX Raytracing (DXR) off and then at each of its four options: Low, medium, high, and ultra. We decided to test with the RTX 2080, the current midpoint in Nvidia’s current RTX 2000 line-up. It’s powered by an AMD Ryzen Threadripper 1920X paired with 32GB of RAM. To find out, we fired up our standard test rig. Is ray tracing a reason to buy a new Nvidia RTX 2000 series graphics card? Instead, we dove into the action to answer the question everyone wants answered. We’ve discussed the origins and purpose of ray tracing before, so we won’t retread the same ground. But they don’t come without a compromise. Now, with the release of Battlefield V, we can finally test it, and the results are certainly stunning. ![]()
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