![]() That can be resolved as we get hardware from another potential manufacturer. We’re also using certain features in the compiler with intrinsics, so there is a dependency. Because we have been running only Nvidia hardware, we know that we have optimized for that hardware. Holmquist clarifies, “…we only talk with DXR. It sounds like the engine is optimized for six-core CPUs with simultaneous multi-threading but may work well on 4C/8T processors as well. It's a little bit easier these days for the consumer to go wide with more threads than have higher clocks." And going wide is the best way for the consumer in this regard because you can have a four-core or six-core machine. It won’t affect the gameplay performance, but we might need to increase the hardware requirements a little bit. "So we’re likely going to require a higher minimum spec and recommended spec for using RT, and that was the idea from the start. "So, what we have done with our DXR implementation is we go very wide with a lot of cores to offload that work," Holmquist replied. Indeed, in one specific scene, DICE dialed back the reflectivity of walls in a room to help improve performance after it was observed that ray tracing hit the frame rate too hard. And then we might need to change some parameters in the ray tracing engine itself to maybe tone something down a little bit." But otherwise we won’t change the levels-they’ll be as they are. "Because the materials are not tweaked for ray tracing, but sometimes they may show off something that’s too strong or something that was not directly intended. "What I think that we will do is take a pass on the levels and see if there is something that sticks out," he said. Windows in the Rotterdam map were perfectly reflective and paint on the cars was mirror-finished.ĭICE’s Holmquist assured us that ray tracing doesn’t change anything about the way art assets are handled in Battlefield V. During the demo, certain effects did stand out as if they were exaggerated to showcase Nvidia’s RTX technology, though.
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