Control PC Requirements and What Ray Tracing Will Look Like

Nvidia wants everyone to know that real-time ray tracing isn't just for people with the most expensive graphics cards or developers with the backing of big-budget publishers. The company today revealed updated PC requirements for Control, the upcoming action-adventure title developed by Remedy Entertainment coming out August 27.

Control will debut on PC, PlayStation 4 and Xbox One. Remedy said on its website that the game "will challenge you to master a combination of supernatural abilities, modifiable loadouts and reactive environments" after a secret government agency in New York is invaded by "an otherworldly threat." We wouldn't be surprised if that meant the game relied on a lot of atmospheric horror--which is where ray-tracing can shine.p

A quick refresher: ray tracing is a rendering technique capable of generating increasingly photorealistic graphics with better lighting and shadows than other rendering techniques. It requires a lot of performance, though, and most ray tracing was pre-rendered using powerful systems. Nvidia introduced real-time ray tracing with its RTX graphics cards to make it more accessible to game developers and ideally enable better in-game graphics from there.

Nvidia is currently bundling Control and Wolfenstein: Youngblood with qualifying RTX graphics cards via the Super Fast Supernatural Bundle; details about the promotion can be found on Nvidia's website.

Control Recommended Specs

Note that Remedy doesn't expect people to buy the most expensive RTX graphics cards to enjoy Control--an RTX 2060 will be enough to enable ray tracing. More details about the title's required and recommended specs are below.

Photo Credits: Nvidia

    Your comment
  • bit_user
    Aside from the first screenshot, I'm more surprised by the lack of differences.

    Graphically, I don't think I'd mind playing it without RTX.
  • hannibal
    Yeah... and run 120fps instead of 50fps...
  • s997863
    Reminds me of PhysX in Batman Arkham Asylum (papers flying), and DirectX10 in Crysis (sun rays): Insignificant effects at an unreasonable performance cost, all of which could easily be implemented much better using other hardware/software methods already available at the time.
    The third screenshot doesn't even make sense: why can't you have the shadows off the grills on the pipe? If the level is static (won't move or change) then this could be done way back in quake 2. The real use for ray-tracing is to have dynamic moving shadows, like the imps in Doom 3.