NEON NOIR: Real-Time Ray Traced Reflections - Achieved With CRYENGINE

pCrPhze.png

1440p
Ultra Setting
 
I got a 3152, Ultra @ 2560x1080p

Score seems to change every time I run the benchmark though, so no sure how reliable the scoring is yet :bleh:.

Demo kinda reminds me of the old AMD toy store demo. Love to see that remastered with Raytracing by AMD.
 
If that's what they call "ray tracing" then "ray tracing" in Red Dead Redemption 2 PC looks just as good. I wonder how that game runs on RX Vega. Or the last Cryengine game that used "rays" like Kingdom Come Deliverance.
 
If that's what they call "ray tracing" then "ray tracing" in Red Dead Redemption 2 PC looks just as good. I wonder how that game runs on RX Vega. Or the last Cryengine game that used "rays" like Kingdom Come Deliverance.

According to Crytek this demo's Global Illumination system is using"voxel cone tracing" for the GI. The difference is the reflections are now Raytraced in Neon Noir vs not in "Kingdom Come Deliverance"

https://www.cryengine.com/news/view...ray-traced-reflections-in-cryengine-and-more#

I'm surprised how well it ran on my Fury. Getting 30-50fps, which isn't bad considering how dated my rig is overall.
 
It's not emulation and I don't think this is CPU based either(ie software solution). It's just doesn't support nVidia's RT core's for acceleration.

While I concede it's not purely software (it's done by the GPU) I think I'll stick with the emulation part as I don't believe it does true RT.
 
While I concede it's not purely software (it's done by the GPU) I think I'll stick with the emulation part as I don't believe it does true RT.

I edited my reply and missed your reply on the next page. Sorry about that.

Digital Foundry has a nice breakdown
[yt]efOR92n9mms[/yt]
 
It uses alot of tricks and shortcuts to "emulate" some of the more complex ray tracing functions, so it will never be on par with DXR ray tracing.

The demo is so well crafted that nobody really saw that the "reflections of reflections" were actually faked, or rather cube mapped.

But the fact the reflections were mirror quality was a dead giveaway that's all it was pretty much good for even when the demo was first released. Whereas DXR reflections we've seen so far can be done on any surface, translucent/transparency, partial reflections and accurate reflections of reflections that we've seen in games like Control, this is more like a step up from current software reflections but not a direct replacement for hardware dedicated ray tracing that doesn't need to rely on low/approximated rays or faked tricks.

The deliberately dark and carefully placed scenes in the demo hides the limitations quite well, but DF was able to point them out.
 
Too bad it is more-so proprietary to CryTech and utilizing DirectX 11 but an impressive showing from a quality/performance perspective. Like to see this kind of ability and choice take advantage of dedicated hardware through Dxr and Vulcan.
 
I remember when Nvidia released the 7800GTX a while back towting that Floating-point precision HDR thingy. Crytek then released a demo that could run on ATI hardware using Integer precision and it did look good as I had a 9800pro at the time.

I find it amusing that Crytek have done the exact same thing but with Raytracing.
 
Back
Top