#Nvidia Ray Tracing
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it's so indescribably fucked that, in the age where even consoles are trying to run at 120+ fps, Novideo has marketed people into thinking it's okay for a game to barely run at 60 on gpus that cost over a thousand dollars. ray tracing and its consequences have been a disaster for videogame graphics.
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fuck everyone blaming AMD cards for having issues the issue is with drivers and or possibly the program. if you run into persistent crashing 1) restart you pc, 2) update your drivers (or in my case downgrade?), 3) do not tab out of the program.
#i tabbed out the first time while it was doing shader things which caused it to crash the first time and i think busted something#AMD cards run fine stop paying literally twice as much for Nvidia#im not even using a fantastic card and still got good on high graphics with ray tracing turned on
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🚀 Attention gamers! Marvel's Spider-Man 2 is heading to PC, and it’s unleashing some jaw-dropping ray tracing effects! Imagine swinging through a stunningly realistic New York City, complete with detailed reflections and shadows. With support for ultra-wide monitors and advanced settings available, this game is set to redefine your gaming adventure. Get hyped! 🎮🌟
#Marvels SpiderMan2#Ray Tracing#Gaming Graphics#PC Gaming#NVIDIA#DLSS#Ultra Wide Gaming#Ray Traced Reflections#Game Performance#Gaming Community#Spider Man Game#Marvel Gaming#Video Game Graphics#High Performance Gaming#PC Gaming Setup#4K Gaming#Gaming Technology#Realistic Graphics#Game Features#Tech In Games#Gamer Life#Open World Games#Action Adventure Games#Video Game News#Gaming Experience#Ray Tracing Options#Next Gen Gaming#Game Launch#Marvel Universe#Spider Man
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Nintendo Switch 2: Posibilă prezentare oficială pe 16 ianuarie 2025
Nintendo pare să se pregătească pentru dezvăluirea mult așteptatei sale console, denumită neoficial Nintendo Switch 2, conform informațiilor furnizate de leaker-ul Nate the Hate și site-ul VGC. Prezentarea ar urma să fie împărțită în două evenimente: unul axat pe hardware (16 ianuarie 2025) și un altul dedicat jocurilor (spre sfârșitul lunii februarie sau începutul lunii martie). Ce știm până…
#Assassin’s Creed Mirage#consolă nouă#Final Fantasy 7 Remake#hardware Nvidia#jocuri noi#Joy-Con#mario kart#new console#new games#Nintendo presentation#Nintendo Switch 2#Nvidia hardware#performanță PS4#prezentare Nintendo#PS4 performance#ray tracing
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I'll never forgive Unreal Engine and Nvidia for peddling diminishing returns with graphics. I mean come on? Do we NEED games to look photorealistic? Do we NEED to chase diminishing returns just for the sake of rendering 30 billion polygons beyond what we were gonna notice anyway?
How long are publishers gonna push the ceiling until they turn around and notice we're still playing fucking Half-Life 2 more than their 800 million dollar pieces of shit.
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Finally solving surface acne
Something technical again for a change: https://developer.nvidia.com/blog/solving-self-intersection-artifacts-in-directx-raytracing/
What is this all about? Hopefully the final chapter in finally solving the infamous self intersection problem (leading to images that are too dark and harmed by small (sometimes large) artifacts) that has been plaguing ray tracing based rendering since the very beginning.
Note that Iray was the world-first product to ship with this new scheme. :)
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NVIDIA GeForce - Dragon Age: The Veilguard | RTX Announce Trailer
From NVIDIA GeForce:
"Experience Dragon Age: The Veilguard with performance multiplying NVIDIA DLSS 3, stunning ray tracing and the best responsiveness with NVIDIA Reflex. [link] Enter the world of Thedas, a vibrant land of rugged wilderness, treacherous labyrinths, and glittering cities – steeped in savage combat and secret magics. Now, a pair of corrupt ancient gods have broken free from centuries of darkness hellbent on destroying the world."
[source]
DA:TV is launching with ray tracing.
This trailer contains some new scenes and some mage gameplay.
This trailer shows footage played on a GeForce RTX 40 Series PC with DLSS 3 and ray tracing. It shows different FPS. "Accelerate performance with DLSS 3, make gameplay even more responsive with Reflex, and enhance image quality and immersion with ray-traced ambient occlusion and ray-traced reflections" [source].
#dragon age: the veilguard#dragon age the veilguard spoilers#dragon age: dreadwolf#dragon age 4#the dread wolf rises#da4#dragon age#bioware#video games#solas#ty to ghil for sending me the link o/#ty also to io-nion for sending me the link!!
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Cyberpunk 2077 with NVIDIA DLSS 3 & Ray Tracing Overdrive
#cyberpunkedit#cp2077edit#gamingedit#gamingscenery#cyberpunk 2077#cyberpunk#cp 2077#myedits#*gifs#mycyberpunk#500
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Switch 2 Technical Specifications?
CPU: Arm Cortex-A78C
8 cores
GPU @ Nvidia T239 Ampere (RTX 20 series)
1 Graphics Processing Cluster (GPC) 12 Streaming Multiprocessors (SM) 1534 CUDA cores 6 Texture Processing Clusters (TPC) 48 Gen 3 Tensor cores 2 RTX ray-tracing cores
RAM: 12 GB LPDDR5, (some/all units will have LPDDR5X chips) Two 6 GB chips
Power Profiles:
Handheld:
CPU @ 1100.8 MHz GPU @ 561 MHz, 1.72 TFLOPs peak RAM @ 2133 MHz, 68.26 GB/s peak bandwidth
Docked:
CPU @ 998.4 MHz GPU @ 1007.3 MHz, 3.09 TFLOPs peak RAM @ 3200 MHz, 102.40 GB/s peak bandwidth
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Would you be willing to share your blender settings? Your pictures are so HQ asf
Thanks!
Render engine: Cycles using GPU (but with Blender 4.2, Eevee now supports ray-tracing, so you can get similar results depending on how well you build your scenes and create your materials).
Resolution: Widescreen 2k or 4k because you can resize and make other edits in Photoshop. I think a lot of your perception of HQ is just from quality resizing and sharpening in PS, honestly!
Denoising: I used to denoise in the compositor, but now I just denoise in render properties. Denoiser: OpenImage, because it uses your CPU, so it's more accurate than OptiX, which uses nvidia GPUs. However, Blender 4.2 now supports GPU with OpenImage denoising, but it is still less accurate than if your CPU did it. Passes: Albedo and normal. Pre-filter: Accurate. Quality: High.
Sample sizes: 128, 256, 512, 1024, 2048, 4096. You generally want to stick with powers of 2 and numbers divisible by 8. Choosing odd and/or random numbers WILL create more noise. The reasoning behind this is Cycles using PMJ and Sobol sampling patterns for ray-tracing and the number ray bounces supported by each. If you want to understand in depth how Blender's Cycles render engine handles noise and sampling, read here and here. Essentially, higher values = less noise with longer render times, and lower values = more noise with shorter render times.
Noise threshold: Materials with non-diffuse values tend to be noisier (lots of light bouncing), so I adjust my noise threshold from the default of 0.01 to something lower if my scene utilizes subsurface scattering or transmissive/transluscent materials (think glass, skin, etc). Depending on your use case and similarly with sample sizes, lower values = more accurate noise calculations for certain materials with longer render times. Higher values = less accurate noise calculations for certain materials with shorter render times. Please be careful with this setting, as even a decimal point change can increase render times exponentially.
My average render times are between 5-20 minutes depending on how heavy the scene is. Keep in mind that heavier scenes need to be better optimized not only in sampling and denoising aspects, but also in textures, materials, and meshes. However, this isn't a guide on how to decrease render times but just my own settings and some brief explanations on how I tweak them for higher quality render results. There is a trade off between time to render and its quality!
TL;DR -> read it all :p there is no such thing as best settings. in order for things to look nice, you need to tweak a lot of your settings depending on what you are rendering
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okay so now that review embargos are lifted on the 5090 and 5080 i need just somewhere to info dump so you can completely ignore this post if you want
i am honestly so disappointed in nvidia with their 5080 cards
they are barely any better than a 4080 and one of AMD’s cards from last gen is beating the 5080 in a decent amount of games for only being around 800-900
the only times it didn’t pretty much do the exact same as the 7900 XTX was when ray tracing was turned on which HEAVILY favors nvidia because AMD doesn’t focus on that
when i saw the like specs for the card i was pretty dumbfounded hoping the leaks were wrong and that the 5080 isn’t just the 5090 halved but in benchmarks in many games it pretty much is just the 5090 halved
and this isn’t even mentioning how they keep shorting VRAM on the 5080 with only giving them 16 GB and the 5090 has fucking 32 GB again all of the specs of the 5080 is basically half of the 5090 and i am just so disappointed
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Rise of the Ronin coming to PC on March 11 - Gematsu
Publisher Koei Tecmo and developer Team NINJA will release open-world action RPG Rise of the Ronin for PC via Steam on March 11 for $49.99, the companies announced.
Rise of the Ronin first launched for PlayStation 5 on March 22, 2024.
Users who purchase the PC version by April 2 will receive the same bonus content included with the PlayStation 5 version as pre-order incentives:
-Four combat styles:
Hayabusa-ryu for Katana
Hayabusa-ryu for Naginata
Nioh-ryu for Katana
Aisu Kage-ryu for Katana
-Iga Ninja’s Katana
-Iga Ninja Armor Set (a four-piece set)
Here is an overview of the game, via its Steam page:
About
An open-world RPG set in the Bakumatsu period, where players take on the role of a ronin forging their own destiny. The game features multiple possible endings, allowing players to choose which faction to support—such as the anti-shogunate faction, pro-shogunate faction, or Western forces—which significantly alters the story’s outcome. The game will support various PC features, including ultra-wide monitor compatibility, and include enhancements such as 8K resolution, 120fps, 3D audio, and customizable keyboard and mouse settings, enriching the gaming experience.
Story
Japan, 1863. After three centuries of the Tokugawa Shogunate’s reign, the Black Ships of the West descend upon the nation’s borders and the country falls into a state of turmoil. Amidst the chaos of war, disease, and political unrest, a nameless warrior forges their own path, holding the very fate of Japan in their hands.
New Features Exclusive to the PC Version
8K resolution support.
DirectX 12 Ultimate support.
Ultra-wide and super ultra-wide monitor compatibility.
120 frames per second support.
Ray tracing support.
3D audio support.
Customizable keyboard and mouse controls.
AMD Fidelity FX Super Resolution support.
NVIDIA DLSS and Reflex support.
UI menu with mouse clickability.
Intel XeSS graphics technology support.
Key Features
Shape Your Own Story – As a nameless warrior—a ronin—your destiny evolves based on the choices you make. You will encounter historical figures and factions with various ideologies, such as the anti-shogunate faction leader Ryoma Sakamoto and the shogunate-affiliated organization Shinsengumi led by Isami Kondo, allowing you to experience the tumultuous Bakumatsu period. You will face significant decisions, such as whether to assassinate or protect key figures like Naosuke Ii, and craft your own history through a multi-ending system.
Customize Your Weapons and Combat Styles – You can choose from various melee weapons like katana, spear, and odachi, each with multiple combat styles. By freely combining these based on enemies’ weapons and your own combat style, you can enjoy a wide range of tactics. There are also ranged weapons like guns and bows, which you must use strategically according to the situation.
Explore Beautiful Cities in an Open World – In the mixed cultural landscape of Edo, Yokohama, and Kyoto during the Bakumatsu period, you can explore stunning scenery with seasonal changes like cherry blossoms and autumn leaves. You can use a grappling rope to climb onto rooftops and the glider Avicula to glide through the air. Additionally, you can capture your favorite views using Photo Mode.
Customize Your Character – From their facial features, hair, and makeup to their body shape and voice, the protagonist—your Veiled Edge—is yours to create. As you progress through the story, you’ll acquire new clothing and gear to customize their appearance further.
Watch a new trailer below. View a new set of screenshots at the gallery.
PC Announce Trailer
English
youtube
Japanese
youtube
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Me: Watching the new fancy pants footage from NVidia of how Dragon Age The Veilguard looks when rendered with ray tracing.
My Computer: Hey! This is NVidia putting a pop-up on your screen! Guess what?!?! We have an NEW GeForce Game Driver released today so update your machine!!!
Also Me: Clicking 'install' and then going back to diligently studying the retro-aesthetic of 90s pixel graphics.
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Thing with ray tracing, too, is that it's already becoming a technology that's slapped onto games with the expectation that it just automatically provides competent lighting with minimal tweaking required
Like, the new Indiana Jones game? Almost every single specular highlight in that game is blown the fuck out for no reason. Day scenes are presented as if you've been dungeon diving for the last 5 hours and are only just now seeing sun again for the first time, regardless of the fact that the last 30 minutes of gameplay have been in broad daylight). Interior lighting looks mostly fine, which I assume is where they invested most of their attention, but the outdoor environments just look so gross
It also feels like we're losing the lessons of photography and knowing how to properly light scenes. The late 2000s were the era of "piss filter" gaming, now we've circled back around to the era of "piss filter global illumination". Sickly yellow sunlight dominates so many color palettes now (looking at you, Dragon's Dogma 2) and ray traced bounce lighting ends up diluting the contrast of many scenes, making them feel bland and washed out despite the accuracy of the actual rendering
I love graphics tech from the standpoint of seeing how far we've come and all the crazy things we can render in realtime now, but it's such a shame that the artistry necessary to create truly compelling visuals is being lost in "look at how fancy we can make the lighting, at the expense of 75% of your fps"
I haven't played the new indy but I know what you mean with the light sensitivity type reactive systems being hardcoded into games and propped up by insane on-the-fly tech that creates constant whiplash. many similar types of issues all throughout the triple-A sector as you describe.
(there's a whole rant I need to go on irt to the incredibly gorgeous handcrafted lighting in veilguard's cutscenes clashing with its dogshit handling of atmospheric falloff and ambient occlusion in sweeping open-world areas that utterly fail the intended art direction in crucial moments. great example of focused craft trumping standardized outdoor global illumination techniques in the same fucking game)
and yeah the piss filter was horrendous in hindsight but it was more of a byproduct in engine limitations maybe? I can't say. But there was still real play and experimentation with light and shadow within those confines quite often. And there still is! it's just too many tools now and too much automation and too unbridled a pursuit over these minutiae which have a staggering knock-on effect on the consumer end, yet are barely considered in those terms.
I really like screen-space reflections and baked-in lighting :) I want to chew through nvidia's walls and pull their CEO's hair out
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