PC version Wolfenstein: Youngblood will be released on July 25 without RTX support
Bethesda releases the PC version of Wolfenstein: Youngblood on Thursday, one day earlier than planned. However, it will be lacking RTX support with its initial release. Something NVIDIA advertised massively with. Raytracing is to be added later with a patch.
You can expect the game for PC this Thursday Bethesda mentions on Twitter. Wolfenstein makes use of the Vulkan API and would be the first game with that API to get RTX support.
In an earlier interview Jerk Gustafsson, the producer of the game, said that raytracing would not be available when the game comes out. The functionality is added by developers from Nvidia themselves and they are still working hard on that.
It has not been mentioned when the RTX patch for the game will be released. Nvidia is to bundle the game with its RTX cards this the summer. In Wolfenstein: Youngblood, a co-op function is central, but it is also possible to play alone. The game is set in Paris in 1980, twenty years after the events in Wolfenstein II: The New Colossus. Jess and Soph, the twin daughters of BJ Blazkowicz and Anya play the lead roles. The game comes out for Windows, the PlayStation 4, the Xbox One and the Nintendo Switch.
Minimum specs
- Requires a 64-bit processor and operating system
- OS: Win7, 8.1, or 10 (64-Bit versions)
- Processor: AMD FX-8350/Ryzen 5 1400 or Intel Core i5-3570/i7-3770
- Memory: 8 GB RAM
- Graphics: NVIDIA GTX 770 4 GB (Current available GPU GTX1650) or AMD equivalent
- Storage: 40 GB available space
Recommended specs
- Requires a 64-bit processor and operating system
- OS: Win7, 8.1, or 10 64-Bit
- Processor: AMD FX-9370/Ryzen 5 1600X or Intel Core i7-4770
- Memory: 16 GB RAM
- Graphics: Nvidia GTX 1060 6 GB (Current available GPU RTX 2060) or AMD equivalent
- Storage: 40 GB available space
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Is even worse. In the case of Wolfenstein, is Nvidia directly that implements RTX not the game developers. Because is relying for Nvidia proprietary Ray Tracing API for Vulkan to be bolted to the code. It doesn't use Microsoft DX12 DXR API like all previous games.
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Yeah, you have to "master" the lighting for both techniques but I don't think it takes much to do that - at least if your engine is setup correctly to handle it. In Unreal it's pretty simple to go between RT and Raster and get good results from both without much tweaking. But then Epic spent a lot of time integrating it's own DXR functions/libraries - I have no idea how that compares to what Nvidia's RTX libraries offer. Kind of unrelated but interesting - a lot of devs are actually using RT now as a guide in level design in order to help them get better results for raster. They basically flip RT, render it, then try to mimic that image using traditional techniques - which is kind of funny because it diminishes the need for RT in the actual game.
I think the issue here is unrelated to this though. ID basically said it was doing it's own implementation of RT and it's also Vulkan based - so all the libraries/APIs Nvidia has created thus far are more than likely not being used.
Either way it's a blow to RTX because like Undying said, with Tomb Raider by the time RTX launched no one really cared and I bet few people went back and actually replayed through the game with it on. Nvidia needs to either get its devs on board earlier in the process or just pump way more money into integration so when there are delays with it, it's not a big deal because there's tons of games with it. Between DLSS and RTX they are basically selling cards on the promise of features that barely exist. Whatever even happened to DLSS 2x?
Is even worse. In the case of Wolfenstein, is Nvidia directly that implements RTX not the game developers. Because is relying for Nvidia proprietary Ray Tracing API for Vulkan to be bolted to the code. It doesn't use Microsoft DX12 DXR API like all previous games.
Thanks for the insights guys.
B ut yeas that's actually quite worrying, if we got 5 or 6 big engines, and everyone does it different, it does only increase the need of implementation in the early times of RT tech as we are in now, correct? Sure people were complaining about Nvidia's offered black boxes of libraries, but exactly that's what worries me, the dev hours needed to implement the tech. Then again, as everybody seems to be working on some kind of implementation, I at least can hope that it is around to stay. And I do like the fact that engine wise it might be a seperate thing, vendor independant, so that AMD can pick it up easier as well once they release RT for their current and / or future cards.
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I really don't care who you play as. Wolfenstein gameplay is always a blast to play. Already pre-ordered and pre-loaded
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Dont worry guys Doom Eternal is still coming. If you dont like playing with two lesbian, cringy couple that will be the game for you.
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Very true. I'm very interested in seeing how Control handles it. If it cuts your fps in half then that won't be a good sign.