Discussion in 'Games, Gaming & Game-demos' started by WhiteLightning, Apr 27, 2018.
30 is enough for the cinematic experience
Wash your mouth out with soap and go sit in the corner while you think about what you just said.
Also wash your hands while you are there.
you need your eyes fixed buddy
that is naughty talk ... naughty!
thats it your grounded.....
Well its clear the quarantine is starting to get to people.
Is the screen space reflections setting beneficial with ray tracing? Nvidia hasn't truly updated their guide since RTX support was added to the game.
I think it's clear that RTX should replace all screen space effects. See Quake 2 RTX for instance.
(I don't own the game yet, but was curious)
EDIT: Does the game have full RTX support or only some partial implementation?
It's fake raytracing, like most other games... it slightly improves shadows, and that's it.
The game uses raytracing for the shadows only.
Is the game using the low quality texture setting for me? The texture resolution seems several times than in ROTTR when the ultra setting is selected.
I've found another user having the same issue.
https://i.imgur.com/FH8c0xN.png (the animals look awful)
What? An overall minimal difference between ultra and low? Did the game really see a massive downgrade from Rise of the Tomb Raider (screenshots follow) without drawing attention?
Its a bug alright. Game looks amazing and it takes up to 6gb vram due high resolution textures. What kinda AA are you using? Something is bluring your image.
I use TAA. The game doesn't list any sharpening options and I'll install Reshade tomorrow.
Do you know anything about this bug? Regarding VRAM, my card has 8 GB.
Rather, I'll switch to SMAAT2x. Improves image clarity, but won't solve the texture resolution bug of course.
It's not a bug -_- The game simply has lower quality textures than rise of the tomb raider, and also uses less vram for the same reason...
It did draw attention - i made several posts about it... visually shadow of the tomb raider is a downgrade over rise of the tomb raider in several regards.
But it's true that the reviewers didn't mention it at all...
I dont remember textures being so poor, its not right. I posted many SotTR screens here but Hilbert took the uploads down from that site due advertising.
Shame i dont have it installed to actually see it for myself. Both games used 6gb vram on Ultra so no big difference there.
You not remembering them as such is not the same as they weren't - you probably just never got close to stuff, and then shadow looks ok'ish - but get close and... ugh...
No, they dont - rise of the tomb raider uses up to 11gb vram at 4k, while shadow of the tomb raider only uses up to 7gb vram.
Very unfortunate. In general, essentially all reviews ignore the technical aspect for the most part.
I've now noticed that the Digital Foundry article is about the console versions, I'll see if they have PC-coverage.
The game had a production budget of around 100 million USD (published on Friday 11th May 2018):
Aside from the obvious TAA which eliminates the constant shimmering foliage (as seen in Rise of the Tomb Raider) and ray tracing in some scenes, I don't consider Shadow of the Tomb Raider as an improvement. The facial animation of Lara often looks like a marked upgrade, but the tech doesn't often seem to extend even to supporting characters in cutscenes.
I haven't compared the vegetation much, most of the ground foliage is physics-based and transmissive according to the Digital Foundry console analysis. The density was likely heavily increased.
Well, there are some improvements in shadow of the tomb raider - shadows are little better than in rise (particularly on objects), vegetation is improved, and then TAA which you mentioned, which was quite an improvement over the AA options in rise.
But everything else is better in rise - model quality, object quality, texture quality, etc etc etc.