Crytek releases Neon Noir Ray Tracing Benchmark
A while ago Ctryek showed some Raytracing video, done not hardware accelerated over the DX Raytracing pipeline. They however now have released a working demo. The video they released at the time was called Neon Noir and demos the possibilities of the new CryEngine feature.
The video was created with "an advanced version of the CryEngine total illumination function," demonstrating Real-Time Ray Traced Reflections. This functionality will be added to the CryEngine this year for developers to use. The Neon Noir demo was created with the new advanced version of CRYENGINE’s Total Illumination showcasing real time ray tracing. This feature will be added to CRYENGINE release roadmap in 2019, enabling developers around the world to build more immersive scenes, more easily, with a production-ready version of the feature.
Neon Noir was developed on a bespoke version of CRYENGINE 5.5, and the experimental ray tracing feature based on CRYENGINE’s Total Illumination used to create the demo is both API and hardware agnostic, enabling ray tracing to run on most mainstream, contemporary AMD and NVIDIA GPUs. The feature will ship in CRYENGINE in 2020, optimized to take advantage of performance enhancements delivered by the latest generation of graphics cards from all manufacturers and supported APIs like Vulkan and DX12.
System requirements:
- AMD Ryzen 5 2500X CPU/Core i7-8700
- AMD Vega 56 8 GB VRAM/NVIDIA GTX 1070 8 GB VRAM
- 16 GB System Ram
- Win 10 x64
- DX11
Neon Noir follows the journey of a police drone investigating a crime scene. As the drone descends into the streets of a futuristic city, illuminated by neon lights, we see its reflection accurately displayed in the windows it passes by, or scattered across the shards of a broken mirror while it emits a red and blue lighting routine that will bounce off the different surfaces utilizing CRYENGINE's advanced Total Illumination feature. Demonstrating further how ray tracing can deliver a lifelike environment, neon lights are reflected in the puddles below them, street lights flicker on wet surfaces, and windows reflect the scene opposite them accurately.
"Neon Noir was developed on a bespoke version of CRYENGINE 5.5., and the experimental ray tracing feature based on CRYENGINE’s Total Illumination used to create the demo is both API and hardware agnostic, enabling ray tracing to run on most mainstream, contemporary AMD and NVIDIA GPUs. However, the future integration of this new CRYENGINE technology will be optimized to benefit from performance enhancements delivered by the latest generation of graphics cards and supported APIs like Vulkan and DX12."
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1080TI 1080P ultra 70-125
I'm surprised that it ran that well considering how poor performance is in RTX titles.
Their engine is only making use of ray tracing for reflections and not for shadows and/or ambient occlusion, add to the fact that the test scene is devoid of entities running around shooting one another...
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9455 - 1080p Ultra with RTX 2060 SUPER (oced).
Looks fine, I wonder how much tensor and RT cores would increase overall performance if possible.
Not by much I would think, again cause they only used ray tracing for reflections. If they added shadows and ambient occlusion it would be a completely different story.
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I'd like to see a benchmark with ALL the DXR standards used in some part... like different chapters... 30 seconds it's only reflections, 30 seconds it's shadows as well etc, then 30 seconds with everything... done with DXR and without it. But I guess that's hard af to program in the first place.
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9455 - 1080p Ultra with RTX 2060 SUPER (oced).
Looks fine, I wonder how much tensor and RT cores would increase overall performance if possible.