Then came two concurrent game-changing technology advances: Microsoft's DXR (DirectX Raytracing) framework, and NVIDIA's RTX platform.
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Ever since Nvidia launched its RTX GPUs, the company has been banging the drum on ray tracing as a major, must-have feature that will eventually transform the entire gaming industry. Unfortunately, the company’s efforts to promote ray tracing as a truly imminent Next Big Thing as opposed to a technology that’s perpetually 4-5 years from introduction has run into a problem: There aren’t very many games that can take advantage of the capability.There’s an inevitable lag period between the introduction of any new hardware capability and the appearance of software that can take meaningful advantage of said hardware, but in this case, there’s an added wrinkle. If you’re a game developer that wants to integrate ray tracing into your upcoming game, you need an engine capable of handling ray tracing in the first place. Epic has been talking about ray tracing in Unreal Engine 4 for years — the company demoed a real-time ray tracing workload in Star Wars last spring. Fast forward to today, and ray tracing support has been formally integrated into the upcoming version of Unreal Engine 4, 4.22 (support is offered in Early Access, which Epic notes is intended to be used with caution). Metro Exodus, which launches on February 15, will support both RTX and DLSS, though it doesn’t look as though DLSS will be a launch feature.
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Overall performance and visual quality in the final product is still unknown. Battlefield V introduced gamers to ray tracing but carried a hefty performance hit even after post-update patches. At present, the feature impact for enabling ray tracing on RTX cards in BFV is 40 percent, down from 60 percent when the feature was introduced. To Tech Report for the news.Now Read:.
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February 2023
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