NVIDIA and CDPR Partner Up To Bring Ray Tracing To Cyberpunk 2077

NVIDIA and CD PROJEKT RED today announced that NVIDIA® GeForce RTX™ is an official technology partner for Cyberpunk 2077 and that the companies are working together to bring real-time ray tracing to the game.

Cyberpunk 2077 won over 100 awards at E3 2018 and Gamespot calls it “one of the most anticipated games of the decade.” The game is the next project from CD PROJEKT RED, makers of the highly acclaimed The Witcher 3: Wild Hunt, which has won numerous “Game of the Year” awards. NVIDIA and CD PROJEKT RED have a long history of technology collaboration that spans more than a decade.

Cyberpunk 2077 is an incredibly ambitious game, mixing first-person perspective and deep role-playing, while also creating an intricate and immersive world in which to tell its story,” said Matt Wuebbling, head of GeForce marketing at NVIDIA. “We think the world of Cyberpunk will greatly benefit from the realistic lighting that ray tracing delivers.”

Ray tracing is the advanced graphics technique used to give movies their ultra-realistic visual effects. NVIDIA GeForce RTX GPUs contain specialized processor cores designed specifically to accelerate ray tracing so the visual effects in games can be rendered in real time. 

“Ray tracing allows us to realistically portray how light behaves in a crowded urban environment,” says Adam Badowski, head of Studio at CD PROJEKT RED. “Thanks to this technology, we can add another layer of depth and verticality to the already impressive megacity the game takes place in.”

Cyberpunk 2077 is an open-world, action-adventure story set in Night City, a megalopolis obsessed with power, glamour and body modification. You play as V, a mercenary outlaw going after a one-of-a-kind implant that is the key to immortality. You can customize your character’s cyberware, skillset and playstyle, and explore a vast city where the choices you make shape the story and the world around you. 

E3 attendees will get a firsthand look at Cyberpunk 2077 at booth 1023 in the South Hall of the Los Angeles Convention Center. More details, as well as exclusive 4K screenshots featuring real-time ray tracing on PC, are available at www.nvidia.com.

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NVIDIA RTX Super Graphics Cards Coming Soon

NVIDIA teased a ‘super’ announcement recently, via a short video. Following that, rumours starting surfacing that NVIDIA is planning to announce faster versions of their RTX graphics cards. Maybe the two are related?

Tom’s Hardware’s Igor Wallossek reports that NVIDIA will indeed be announcing better variants of RTX cards, branded as RTX Super, providing some details about the different models. The RTX Super line-up will see an increase in core counts, According to Igor, the RTX 2080 Super will make use of the TU104 GPU with 3072 CUDA Cores, with the memory boosted up to 16 Gbps, from the original 2080’s 14 Gbps. The RTX 2070 Super, on the other hand, is supposed to have 2560 CUDA Cores compared to the 2070’s 2304.

This announcement comes soon after AMD revealed its 7nm Navi based RX 5000 graphics cards at E3 earlier this week. The RTX Super will be competing directly with AMD’s Radeon RX 5700 and 5700 XT. Considering that DXR ray tracing is mostly supported on NVIDIA’s RTX hardware, and the increasing number of ray tracing compatible titles being announced (check out Watch Dogs Legion, Call of Duty: Modern Warfare and more), NVIDIA may be in a good place to compete with the red team, especially if they price the cards right.

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Call of Duty: Modern Warfare Will Have DXR Ray Tracing Powered By NVIDIA RTX

2019—NVIDIA and Activision today announced that NVIDIA is the official
PC partner for Call of Duty®: Modern Warfare®, the highly anticipated, all-new title scheduled for release on Oct. 25.

NVIDIA is working side by side with developer Infinity Ward to bring real-time DirectX Raytracing (DXR), and NVIDIA® Adaptive Shading gaming technologies to the PC version of the new Modern Warfare.

“Call of Duty: Modern Warfare is poised to reset the bar upon release this October,” said Matt Wuebbling, head of GeForce marketing at NVIDIA. “NVIDIA is proud to partner closely with this epic development and contribute toward the creation of this gripping experience. Our teams of engineers have been working closely with Infinity Ward to use NVIDIA RTX technologies to display the realistic effects and incredible immersion that Modern Warfare offers.”

The most celebrated series in Call of Duty will make its return in a powerful experience reimagined from the ground up. Published by Activision and developed by Infinity Ward, the PC version of Call of Duty: Modern Warfare will release on Blizzard Battle.net. Modern Warfare features a unified narrative
experience and progression across an epic, heart-racing, single-player story, an action-packed multiplayer playground, and new cooperative gameplay.

“Our work with NVIDIA GPUs has helped us throughout the PC development of Modern Warfare,” said Dave Stohl, co-studio head at Infinity Ward. “We’ve seamlessly integrated the RTX features like ray tracing and adaptive shading into our rendering pipeline. It’s been a great addition to our existing technology, and we look forward to our PC fans experiencing it for themselves very soon.”

DXR brings real-time, cinematic-quality rendering to content creators and game developers. DXR consists of a highly scalable ray-tracing technology and runs on NVIDIA Turing, NVIDIA Volta and NVIDIA Pascal architecture GPUs.

NVIDIA Adaptive Shading is a new, advanced shading technique that enables developers to improve performance and achieve a real-time visual fidelity previously impossible in games. By adjusting the rate at which portions of the screen are shaded, the technology reduces the work the GPU has to do, which
boosts performance without denigrating image quality.

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NVIDIA Remakes Quake 2 With RTX Ray Tracing, Will Be Available For Free

NVIDIA today announced that Quake II RTX will be available on GeForce.com as a free download on June 6.

Quake II RTX is the world’s first game that is fully path-traced, a ray-tracing technique that unifies all lighting effects such as shadows, reflections, refractions and more into a single ray-tracing algorithm. The result is a stunning new look for id Software’s Quake II, one of the world’s most popular games, originally launched in 1997.

Quake II RTX includes the first three single-player levels of the beloved PC gaming classic. Gamers that already own Quake II can experience the whole game in its entirety, including multiplayer deathmatch and cooperative multiplayer modes, all fully path traced.

Quake II RTX is an expression of our love and passion for PC gaming,” said Matt Wuebbling, head of GeForce marketing at NVIDIA. “By applying next-generation ray-traced graphics technologies and using the Vulkan API, we are able to share this PC classic with a new generation of gamers who can download and play it for free.” 

“It’s rare that a PC game has the impact and longevity of Quake II, and seeing it reimagined with ray tracing 20 years later is something special for me,” said Tim Willits, studio director of id Software and one of the creators of the original Quake franchise. “Equally special is the relationship with NVIDIA, whom we have worked with since the early days of first-person shooters. Seeing how NVIDIA integrated modern features into this classic game is really exciting.”

View the Quake II RTX technology explainer video and a preview of Quake II RTX in all its ray-traced glory in the Quake II RTX trailer. More details are available on GeForce.com. 

Same Great Game, Stunning New Look

The visually stunning new look of the classic game is achieved by a ray-tracing technique known as path tracing, which traces light rays (paths) through the scene in a way that unifies all lighting effects into a single ray-traced algorithm. This elegant form of rendering is used in computer graphics in films but has previously been too expensive for games.

The lighting effects in Quake II RTX are so advanced they require hardware support for ray tracing, such as the specialized RT Cores found in the Turing™ architecture and NVIDIA GeForce RTX™ GPUs, to run in real time. The minimum specification for running Quake II RTX in real time is a GeForce RTX 2060 GPU.

New levels of realism seen in Quake II RTX include real-time, high-dynamic range time of day lighting, with accurate sun light and indirect illumination. Physically based materials are rendered accurately. For example, water and glass refract light accurately, emissive surfaces get dramatic soft lighting effects, surfaces deliver accurate reflections and light sources illuminate surrounding objects. Weapon model details and textures have also been increased, and an improved denoiser has been added to increase image quality.

Quake II RTX uses NVIDIA VKRay™, an extension that allows any developer using the Vulkan API to add ray-traced effects to their games. Building on Q2VKPT, a version of the game created by Christoph Schied using the open-sourced Quake II game engine, Quake II RTX is a pure ray-traced game that runs on a Vulkan renderer with support for Linux.

Quake II RTX demonstrates that the Vulkan API with real-time ray tracing can be used to create stunning gaming experiences using some of the most advanced rendering techniques available to game developers,” said Neil Trevett, president of the Khronos Group and vice president of developer ecosystems at NVIDIA. “And, having Quake II RTX available as a free download makes it accessible to both Windows and Linux gamers everywhere.”

Wolfenstein: Youngblood Will Have Ray Tracing

NVIDIA and Bethesda today announced that Wolfenstein®: Youngblood™, the next installment in the legendary Wolfenstein franchise, will include support for real-time ray-tracing effects, NVIDIA® Adaptive Shading and other advanced gaming technologies that will let gamers experience the rich realism and depth of the game’s visuals.

To celebrate the return of the Wolfenstein franchise, NVIDIA kicked off a “Born to Hunt” bundle for GeForce RTX™ GPUs, starting today. For a limited time, gamers will receive Wolfenstein: Youngblood, which is scheduled to release on July 26, with the purchase of an eligible GeForce RTX 2080 Ti, 2080, 2070 or 2060 GPU-equipped graphics card, desktop PC or laptop.

Ray tracing is the advanced graphics technique used to give movies their ultra-realistic visual effects. NVIDIA GeForce RTX GPUs contain specialized processor cores designed specifically to accelerate ray tracing so the visual effects in games can be rendered in real time.

Wolfenstein: Youngblood is an innovative take on the original franchise, which has a rich history of using forward-looking technologies to set its games apart,” said Matt Wuebbling, head of GeForce marketing at NVIDIA. “Bethesda’s use of ray tracing will dramatically enhance the image quality, while NVIDIA Adaptive Shading will boost performance.”

Wolfenstein: Youngblood is set in an alternate history 19 years after the events of Wolfenstein II: The New Colossus. The new first-person shooter is the first modern co-op Wolfenstein adventure. Team up with a friend or play solo as one of BJ Blazkowicz’s twin daughters and wield a powerful arsenal of new weapons, gadgets and abilities to liberate Paris.

“With Wolfenstein: Youngblood, a whole new generation of gamers could be getting their first exposure to the Wolfenstein franchise, and we want to make sure it blows them away,” Jim Kjellin, chief technology officer at MachineGames, the developer for Wolfenstein: Youngblood. “With NVIDIA’s GeForce RTX GPUs, we have access to technologies that deliver spectacular images and still maintain the performance necessary for flawless gameplay.”

Ray tracing brings real-time, cinematic-quality rendering to content creators and game developers. Wolfenstein: Youngblood uses NVIDIA VKRay™, an extension that allows any developer using the Vulkan API to add ray-traced effects to their games.

NVIDIA Adaptive Shading is a new, advanced shading technique that enables developers to improve performance and achieve a real-time visual fidelity previously impossible in games. By adjusting the rate at which portions of the screen are shaded, the technology reduces the work the GPU has to do, which boosts performance without denigrating image quality.

More gaming technologies will be announced closer to the launch of the game.

CRYENGINE 5.7 Details Revealed – Raytracing Support Coming in 2020

CRYTEK has revealed the details for CRYENGINE 5.7, and things are sure about to get interesting. The engine will be getting ray tracing support in 2020, along with DirectX 12 and Vulkan. You can read the official post below:

“First, we are aware that this update has been a long time coming and we appreciate your patience. Going forward, we intend to update the roadmap at a minimum of every new CRYENGINE build release with further updates between releases as appropriate. We also want to provide more transparency and insight into our development strategies and where planned features will fit into the evolution of the engine.

You will find the CRYENGINE Roadmap Update in the usual spot.

The roadmap is a forward-looking document and is intended to give an insight into the overall direction of the engine’s development and planned features. However, our primary goal is to ensure that each CRYENGINE release is stable, robust, and powerful, so target release dates and features on the roadmap are subject to change, as with any software development process. The current roadmap reveals planned features for CRYENGINE 5.6, scheduled for summer 2019, CRYENGINE 5.7, which is set for spring 2020, and also demonstrates our interests for the long-term development of the engine via the Research & Development category.

Have some highlights:

Tool Optimization

In the short term, our main focus is to increase the stability and usability of the engine. This focus is reflected on the roadmap with, for example, the new in-editor project management system coming to 5.6, along with numerous optimizations in all areas including rendering, compilation, and memory footprint. More details about the features included in 5.6 will be mentioned in the release notes.

Schematyc & New Features

These stabilizations and improvements pave the way for our mid to long-term ambitions which will bring exciting new features, tools, and support for additional platforms. These goals will include the rework of the Schematyc system, which will also bring a modern and modular visual scripting framework that will allow you to create your own game logic without the need to code.. The modular behavior of the visual scripting framework will enable other features to take advantage of this system, including, for example, our animation tools.

Ray Tracing

Of course, we will also be looking to integrate the new hardware-agnostic ray tracing technology into the engine, with the aim to make it available in CRYENGINE 5.7. If you want to know more about ray tracing in CRYENGINE, you can follow up on our latest interview with the developers creating Neon Noir, our GDC ray tracing demo. More news on the subject, just stay tuned and keep your eyes on our channels.

Your feedback really does shape the direction of the engine so thank you for all your contributions so far and keep sending your thoughts and ideas to us on the forum, or via Facebook, and Twitter. Reporting bugs directly on GitHub helps us to process them quicker and more efficiently. You can also join the community and our CRYENGINE development team over on the official CRYENGINE Discord channel.

Are you looking for your next career move? At Crytek, we value diversity and actively encourage people from all kinds of backgrounds and experience levels to apply to our open positions, so join us over at LinkedIn and check out our careers page.”

Source: CRYENGINE official site

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Intel Xe GPUs Will Have Hardware Accelerated Ray Tracing Support

At the recent FMX conference in Germany, Intel announced some pretty big news about their upcoming Xe graphics cards. A lot is still under wraps, but the company has confirmed that their GPUs will support ray tracing at a hardware level, putting them directly in competition with NVIDIA’s Turing based RTX line-up. This also means the Intel GPUs will pretty much leave the Pascal and non-RTX Turing cards in the dust, as far as ray tracing is concerned. Here’s an excerpt from the official press release:

“Intel® architecture processors are the flexible, large memory capable, performance engines that drive the end-to-end creative process for visual effects and animated feature films. Today’s available GPUs have architecture challenges like memory size limitations and performance derived from years of honing for less sophisticated, “embarrassingly parallel” rasterized graphics use models. Studios continue to reach for maximum realism with complex physics processing for cloth, fluids, hair and more, plus modeling the physics of light with ray tracing. These algorithms benefit from mixed parallel and scalar computing while requiring ever growing memory footprints. The best solutions will include a holistic platform design where computational tasks are distributed to the most appropriate processing resources.

David Blythe’s recent blog provided initial insights into our exciting new Intel® Xarchitecture currently under development. We are designing the Intel® Xarchitecture as a cohesive acceleration companion to our continuing roadmap of Intel® Xeon® processors. As David closed his blog he mentioned, “We will look forward to sharing more details on the Intel® Xarchitecture in the months ahead.” I’m pleased to share today that the Intel® Xarchitecture roadmap for data center optimized rendering includes ray tracing hardware acceleration support for the Intel® Rendering Framework family of API’s and libraries.

Your existing investments in graphics and rendering solutions based on Intel® Rendering Framework open source products will seamlessly map to the exponential performance benefits of these flexible accelerated platforms.  Further, ray tracing as a general computational guru technique for a variety of simulation computation beyond rendering is rapidly growing. To put it succinctly in my own words “Leave no transistor behind” by creating a holistic software and compute environment ready to maximize your workflow for exponential benefits.”

For more information, you can read the full press release below:

Thinking ‘Exponential” with Intel® Xarchitecture compute and graphics processors

Intel® architecture processors are the flexible, large memory capable, performance engines that drive the end-to-end creative process for visual effects and animated feature films. Today’s available GPUs have architecture challenges like memory size limitations and performance derived from years of honing for less sophisticated, “embarrassingly parallel” rasterized graphics use models. Studios continue to reach for maximum realism with complex physics processing for cloth, fluids, hair and more, plus modeling the physics of light with ray tracing. These algorithms benefit from mixed parallel and scalar computing while requiring ever growing memory footprints. The best solutions will include a holistic platform design where computational tasks are distributed to the most appropriate processing resources.

David Blythe’s recent blog provided initial insights into our exciting new Intel® Xarchitecture currently under development. We are designing the Intel® Xarchitecture as a cohesive acceleration companion to our continuing roadmap of Intel® Xeon® processors. As David closed his blog he mentioned, “We will look forward to sharing more details on the Intel® Xearchitecture in the months ahead.” I’m pleased to share today that the Intel® Xarchitecture roadmap for data center optimized rendering includes ray tracing hardware acceleration support for the Intel® Rendering Framework family of API’s and libraries.

Your existing investments in graphics and rendering solutions based on Intel® Rendering Framework open source products will seamlessly map to the exponential performance benefits of these flexible accelerated platforms.  Further, ray tracing as a general computational technique for a variety of simulation computation beyond rendering is rapidly growing. To put it succinctly in my own words “Leave no transistor behind” by creating a holistic software and compute environment ready to maximize your workflow for exponential benefits.

Partnership and community: announcing Intel Graphics and Visualization Institutes of XeLLENCE

In order to better ensure advanced graphics and visualization capabilities are broadly available to the professional rendering, scientific visualization and virtual design communities, I am thrilled to announce that Intel® is supporting the establishment of Intel® Graphics and Visualization Institutes of XeLLENCE (Intel® GVI). Three world class founding institutions have been selected:

– Scientific Computing and Imaging Institute (SCI) at University of Utah, supported by Dr. Chris Johnson.

– Texas Advanced Computing Center (TACC) at University of Texas, Austin with Kitware, Inc, supported by Dr. Paul Navratil and Dr. Berk Geveci.

– Visualization Institute of the University of Stuttgart (VISUS), supported by Dr. Ing. E. h. Thomas Ertl and Dr. rer. nat. Guido Reina.

These institutions have already made significant open research and open source contributions related to Intel Rendering Framework, large scale graphics and visualization and we look forward to working with them to bring their energy and expertise to enable all creative and scientific communities to better utilize Intel® Xarchitecture enabled platforms. I highly recommend you track the output of these institutes for the revolutionary ideas and solutions they have and will continue to deliver individually, collectively and openly for all to use and benefit from.

 “The Scientific Computing and Imaging (SCI) Institute, an international leader in visualization, imaging and scientific computing, is thrilled to be selected as a member in this elite founding group of Intel Graphics and Visualization Institutes of Xellence. As future Intel Xe architecture products are deployed to further augment visual computing, we look forward to ongoing research and open source contributions in collaboration with Intel and the Intel GVI centers. “

– Dr. Chris Johnson, Founding Director, Scientific Computing and Imaging Institute, University of Utah

“At VISUS at University of Stuttgart, we constantly look for new ways of harnessing modern hardware to allow for interactive visualization of ever-growing data. With Intel Rendering Framework utilizing software defined visualization, we have been able to bring our approaches to HPC systems and maintain interactive performance while dramatically increasing visual fidelity through OSPRay ray tracing.  With our status as an Intel Graphics and Visualization Institute of Xellence, and the ability to utilize the IntelXe architecture scaled across a variety of compute platforms, we will enable even more comprehensive approaches that reflect our overarching goal most closely: distributing computational loads over different resources that maximize each’s strengths; enabling discovery and user engagement though seamless interactivity and visual quality for the rapidly growing data set sizes of tomorrow. We are very excited and honored to be among the select few foundational Intel® GVI institutions poised to deliver impactful research contributions to graphics and visualization.”

– Dr.-Ing E. h.. Thomas Ertl, Head of the Visualization Research Center of the University of Stuttgart (VISUS), Vice Rector for Research and Advanced Graduate Education.

“TACC is honored to continue our partnership with Kitware and Intel to provide high-performance, high-fidelity visual analysis tools to scientists to help them better understand and better communicate their findings. Intel’s support for groundbreaking visual analysis work through the Intel Graphics and Visualization Institutes of Xellence Institutes will provide researchers more powerful analysis sooner in the discovery workflow. Through use of the Intel Rendering Framework and future Intel Xarchitecture products, the Intel GVI centers will demonstrate that powerful interactive analysis can be achieved independent of underlying rendering architecture.”

– Dr. Paul Navratil, Director of Visualization, Texas Advanced Computing Center.

“Kitware is excited to be an included partner in the Intel Graphics and Visualization Institute of Xellence, continuing our long collaboration with TACC and Intel for delivering compelling, state of the art, open source solutions for large scale, high fidelity graphics and visualization.   Through the joint efforts with the Intel IGVI, we look forward to enhancing our partner’s and user’s experience with applications like ParaView and the Visualization Toolkit (VTK) by including the capabilities of future Intel Xarchitecture products.”

– Berk Geveci, Sr. Director of Scientific Computing

Through collaboration with Intel® Graphics and Visualization Institutes of XeLLENCE and our industry partners who leverage Intel® Rendering Framework, Intel® Xeon® Scalable processors and, in the future, Intel® Xe architecture; Intel will continue to enable delivery of leadership solutions for high fidelity studio assets creation.

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Featured Image Credit: Cristiano Siqueira

AMD Navi 20 GPU May Be Faster Than RTX 2080 Ti, Will Support Ray Tracing (Rumour)

Fans have been waiting for AMD’s Navi GPUs to be revealed for a for while now, but we have seen nothing but more speculation on that front. Fortunately, we do have some juicy rumours to look forward to.

By now it’s no longer news that the Ray Tracing is possible on AMD cards, as we saw in the recent CRYENGINE demo. Rumours suggest that the high-end Navi 20 GPUs may actually end up having better ray tracing performance than their NVIDIA RTX counterparts. The only issue is, the mainstream Navi 10 GPUs are supposedly releasing later this year, and the Navi 20 GPUs are expected to release a year later. This gives NVIDIA plenty of time to bring their own graphics cards to 7nm and compete with the red team. For now, the green team seems to be in no hurry to do so as they believe they can achieve the same level of performance with their 12nm process.

Additionally, there are more rumours that say AMD will also bring features like Variable Rate Shading which we have already seen in the Turing cards. With NVIDIA’s current GPU line-up going strong with both the RTX and GTX cards, things are bound to get interesting when the red team reveals what it has up its sleeves.

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NVIDIA GTX 1650 Release Date and Price Leaked (Rumour)

The green team’s graphics cards have been making quite a stir lately. With the 2060 bringing the RTX line-up home and the GTX 1660 and 1660Ti taking care of the mid-range segment, NVIDIA seems to have something for everyone.

But what about the budget gamer, who can only spend a very limited amount of money on their next GPU? Worry not, because it’s possible that the GTX 1650 is coming soon, as reported by HotHardware. In fact, they say the card will be out by the end of this month i.e. 30th April. The benchmarks have been leaked just in time as well.

Source: TUM_APISAK via HotHardware

The aforementioned results were obtained at 1080p on the high preset,
with the numbers showing the GTX 1650 going toe to toe with AMD’s RX 580 in the Final Fantasy XV benchmarks. And if that doesn’t get you excited, the 1650 is rumored to be priced about $179, about $40 cheaper than the GTX 1660. What a great time to be a gamer, right?

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Source: HotHardware

Metro Exodus: RTX and DLSS Analysis

Metro Exodus is out now and all the platform exclusivity debacle aside, the game itself is great and looks visually stunning. The game also comes with RTX and DLSS and we’ve been waiting to see more of this so let’s discuss how it affects performance and visuals in this title.

Let’s discuss the implementation of RTX in this title. RTX is only used for Global Illumination which means only the light from the sun is ray traced and not reflections or any other light sources like in Battlefield V. This was done mainly because changing how local light sources worked would change the stealth mechanics for those who were not using RTX so they decided to only go for Global Illumination.

This means that while outdoor scenes will look much more realistic, you won’t see much of a difference in indoor scenes because of the reasons mentioned above ,however, that doesn’t mean you’ll see non-RTX like performance.

On an RTX 2080 Ti, you’ll see the average frame per second drop from around 87 fps to 53 fps when using the High RTX preset(which is the lowest setting) and the game preset on Ultra at 4K resolution.

That’s a drop of around 35 fps for something that will only be visible outdoors. While it does look more realistic and cinematic, having that drop even in areas with no visible change isn’t great. Plus, the cards like the RTX 2060 and RTX 2070 are good for 1080p Ultra with RTX on High.

Moving up to 1440p on the RTX 2060 and the RTX 2070 will see you get a framerate between 35-54fps and 42-60fps respectively at Ultra. Dropping down the settings from Ultra to High could net you more frames but unless you drop to Medium on the RTX 2060, it will be pretty hard to get a consistent 60 fps experience with RTX on.

There’s another way to gain more frames though and that’s with DLSS. Deep Learning Super Sampling or DLSS uses AI to upscale an image to a targeted resolution without losing image quality. Sadly, we feel DLSS needs a bit more time before it can be used in place of using a Native Resolution.

DLSS in Metro Exodus makes the image less sharp and lacks detail. There’s also visible artifacting and the image doesn’t look too clean. It seems to lose a lot of detail and actually feels like a little more blurry as if you were using an AA like FXAA which would make the screen a little blurry but get rid of Aliasing.

DLSS is being constantly improved as Nvidia’s supercomputer is continually learning and will improve over time.

So, is Ray tracing and DLSS worth using in Metro Exodus if you have an RTX card? Well, it really depends on your personal preference. You could easily play the game on Ultra at 1440p with RTX on High using an RTX 2060 and 2070 but with the framerate capped at 30fps.

However, since Metro Exodus is a shooter, I personally wouldn’t do that. You could also try out DLSS and if you think it looks good then, by all means, use it and enjoy the extra frames to bump up the graphical settings.

Personally, the game is visually breathtaking even without Ray Tracing and I’d prefer a Higher Resolution like 1440p with a solid 60fps framerate rather than dropping resolution for a bit of eye candy.

If you really do want to play with RTX on at 1440p with an RTX 2060 then you should drop down the graphical quality preset from Ultra to maybe High or even Medium and try out DLSS and see if that looks good to you.

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