Resident Evil Village PC Requirements Detailed - Gets Raytracing Support

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game industry cant even replicate photo realism games that look anywhere close to old vhs 333×480 pixels Its all focus on screen res and none on content. Games still look like games where we should be touching realism by now.
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Martin5000:

game industry cant even replicate photo realism games that look anywhere close to old vhs 333×480 pixels
not enough processing power.
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New game gets raytracing New gamer gets no gpu Miners still get all they want...
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Martin5000:

game industry cant even replicate photo realism games that look anywhere close to old vhs 333×480 pixels Its all focus on screen res and none on content. Games still look like games where we should be touching realism by now.
DX8 = Awesome DX9 = Awesome DX10 = Meh DX11 = Awesome DX12 = Meh
Astyanax:

not enough processing power.
Seriously? I hope you're joking.
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jbscotchman:

DX8 = Awesome DX9 = Awesome DX10 = Meh DX11 = Awesome DX12 = Meh Seriously? I hope you're joking.
DX12 is not "meh" - it brought amazing features like DLSS+RT... but the problem is most developers dont know how to use dx12 properly - the performance boost can be insane with the async compute....Shadow of Tomb Raider is an excellent example of that...
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I think there's enough processing power to make things realistic. I don't think that power is used correctly. People are always harping on about 4k and then it'll be 8k etc. I would prefer that extra power to be used elsewhere. 1440p upscale checkerboard, DLSS. etc. Use the power for better lighting, shadows, raytracing, etc The thing is, companies need to sell product and so they will sell using whatever terms are needed.
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ViperAnaf:

DX12 is not "meh" - it brought amazing features like DLSS+RT... but the problem is most developers dont know how to use dx12 properly - the performance boost can be insane with the async compute....Shadow of Tomb Raider is an excellent example of that...
IMO, DX12 is very meh. It hasn't provided any major visual leap like previous generations.
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jbscotchman:

Seriously? I hope you're joking.
The fact you think so means you really don't grasp the complexity of video graphics. Theres a reason CG is still done frame by frame over a number of days and not touched up in real time, Computers absolutely do not have the processing power to pull off realistic visuals If you want realistic environments and characters you're not playing a video game, you're an Industrial Light & Magic employee making the next starwars movie with a render farm. if you want realistic environments, you don't have much else in the world if you want realistic characters / npcs / enemies, you give up a realistic environment. Hardware Raytracing is a step towards it, but there are not enough cores in the world running at enough gigaherz to pull off realism. Realism is computationally expensive and many of the effects taken advantage of today are implemented heavily restricted in their LOD levels, distance and pixel density to be even playable. Game Graphics artists and model designers are limited to a static budget on how much memory their designs can use in order to not completely exhaust what is available. Senua's Saga as an example, provides detailed character models, but the environments are DOF messes of mud to hide the fact that LOD dies fast beyond a few feet past the character.
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Astyanax:

The fact you think so means you really don't grasp the complexity of video graphics. Theres a reason CG is still done frame by frame over a number of days and not touched up in real time, Computers absolutely do not have the processing power to pull off realistic visuals If you want realistic environments and characters you're not playing a video game, you're an Industrial Light & Magic employee making the next starwars movie with a render farm. if you want realistic environments, you don't have much else in the world if you want realistic characters / npcs / enemies, you give up a realistic environment. Hardware Raytracing is a step towards it, but there are not enough cores in the world running at enough gigaherz to pull off realism. Realism is computationally expensive and many of the effects taken advantage of today are implemented heavily restricted in their LOD levels, distance and pixel density to be even playable. Game Graphics artists and model designers are limited to a static budget on how much memory their designs can use in order to not completely exhaust what is available. Senua's Saga as an example, provides detailed character models, but the environments are DOF messes of mud to hide the fact that LOD dies fast beyond a few feet past the character.
You clearly put a lot of thought in this post. Uh huhh.. ok.
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Astyanax:

The fact you think so means you really don't grasp the complexity of video graphics. Theres a reason CG is still done frame by frame over a number of days and not touched up in real time, Computers absolutely do not have the processing power to pull off realistic visuals If you want realistic environments and characters you're not playing a video game, you're an Industrial Light & Magic employee making the next starwars movie with a render farm. if you want realistic environments, you don't have much else in the world if you want realistic characters / npcs / enemies, you give up a realistic environment. Hardware Raytracing is a step towards it, but there are not enough cores in the world running at enough gigaherz to pull off realism. Realism is computationally expensive and many of the effects taken advantage of today are implemented heavily restricted in their LOD levels, distance and pixel density to be even playable. Game Graphics artists and model designers are limited to a static budget on how much memory their designs can use in order to not completely exhaust what is available. Senua's Saga as an example, provides detailed character models, but the environments are DOF messes of mud to hide the fact that LOD dies fast beyond a few feet past the character.
You are right, but GPUs will never have enough for raytracing.
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Nothing changed 7-8 years now, i noticed that Crysis 3 a 2013 game still better graphically than RE7, control or cyberpunk 2077 for expl without dlss, RT or any useless features, so it's not a question of power, it's like music, movies, games also becames shit because we killed the genius of creation for the profit of money, and now we're all swimming in this shit.
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What all of you are bickering about? Not every game has to be Crysis wannabe.
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Glottiz:

What all of you are bickering about? Not every game has to be Crysis wannabe.
It's a fact dude, open your eyes.
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Glottiz:

What all of you are bickering about? Not every game has to be Crysis wannabe.
I agree with him, the world's entertainment has become soulless crap designed with the only goal being maximum profit and nothing else. The game industry is very obviously suffering from greed. Why are 2 cent indie games often smash hits vs "tRipLe Aaaaayyyy" titles that can cost hundreds of millions yet still fail miserably? Ask yourself that. It'd be an understatement to call the video game industry a festering hive of scum and villainy at this point.
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DX12 brought "real" multi-core support so it's actually the best DX ever, especially if you have a pre-5000 Ryzen as before DX12 games mostly cared about cpu clock and not much else (DX12 equalizes things between intel and amd as cores actually matter) https://www.amd.com/en/technologies/directx12#OTHER-DIRECTX®-12-FEATURES- when I detect stuttering or abnormal fps drops the 1st thing I do is open rivatuner onscreen stats, check how many threads see an actual usage let's say 20% or more and then limit the game to that amount, you usually get less stutter and it gets rid of most big fps drops I had before doing that if you game on an hedt/threadripper you'll get way better performance without having to do stupid things like disabling cores with a "game mode" (which btw disable half your cpu lanes too on threadripper, it's unusable) anyway the point is I don't really bother to do that with DX12 games as most cores are used equally and if not it's really the game's fault as usual I recommend Borderlands 3 as test game, you can switch from DX11 to DX12 and see for yourself that DX11-DX12 thread usage isn't quite the same especially on 12+ cores cpus p.s. my horrible gaming experience on a 24c 3960x actually brought something good, all of the above comes from me trying to make it be as good as a 9900k for gaming, which I almost did...except a few games that really hate TR like the original Skyrim, hopefully fixed with the 5xxx Ryzen...will try it one day 😉
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loracle:

Nothing changed 7-8 years now, i noticed that Crysis 3 a 2013 game still better graphically than RE7, control or cyberpunk 2077 for expl without dlss, RT or any useless features, so it's not a question of power, it's like music, movies, games also becames crap because we killed the genius of creation for the profit of money, and now we're all swimming in this crap.
Can I call bullshit on this? Even Sony exclusives look better.
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PrMinisterGR:

Can I call bullshit on this? Even Sony exclusives look better.
Sony exclusives really do look fantastic. Its awesome they're coming to PC.
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jbscotchman:

IMO, DX12 is very meh. It hasn't provided any major visual leap like previous generations.
When one thinks just the direct x version determines graphics. ROFL. Your opinion is now irrelevant.
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Agonist:

When one thinks just the direct x version determines graphics. ROFL. Your opinion is now irrelevant.
Oh really? WTF do you think direct x does? You're about as irrelevant as the cow shit I wiped off my boot earlier.
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true realism isn't just about the way a game looks though, everything else in the world has to be believable such as animations, physics, lighting, texture, sounds, character behaviour, even down the the voice acting and the dialogue written. Then you also have art styles, some of the smaller indie games coming out look 10x better than some of the triple A games.