3 ms·
From my experience it's the thing gamers enable after getting 120fps "ultra" in rasterization already. Rasterization-based estimations of many of the visual fea
by kimixa 3y ago
From my experience it's the thing gamers enable after getting 120fps "ultra" in rasterization already. Rasterization-based estimations of many of the visual features are very good now, and most people I know tend to have a better end experience with higher frame rate than fixing some of the less-noticeable issues with them.
So it's probably useful if you've got a 4090, but beyond that more try it once, go "Huh, that's neat", and then disable it.
But there's always a chicken and egg problem for every new feature - it may make sense to push support even if it's not particularly useful right now, as once it's ubiquitous there may be more use cases for lower total performance cards - "light" ray tracing may be a better solution than some rasterization tricks for things like GI, or even things like AI line of sight or other non-specifically-graphics tasks.
But as gamedevs have to support the non-RT path anyway, it probably doesn't make sense to develop two separate paths. So it's relegated to "optional" visual features only.
- jiggawatts 3y agoI played Control on a 2080 Ti and for me the difference with RTX on was worth the compromise of lower frame rate. Mind you, it’s a relatively slow-paced game, not a competitive shooter.