Here's How Battlefield V Performs with Ray Tracing

Fire ray traced in the mud in Battlefield V's campaign.
Chris Angelini is an Editor Emeritus at Tom's Hardware US. He edits hardware reviews and covers high-profile CPU and GPU launches.
  • s1mon7
    The framerates are really a massive buzzkill considering that we are talking about medium reflection settings, with very few reflections and at 1080P.

    The way I see it, it's not even something to consider on set-ups that people actually currently use. It's unrealistic for people to buy a 2080Ti for a 1080P monitor just to run a scarce amount of medium quality RTX reflections at stable 60fps in a few select games (because even the regular 2080 is too weak to accomplish that!)

    Since some people are already switching to 4K monitors, it looks like RTX is clearly not going to be playable for them for a very long time. Makes me wonder what's the adoption of the technology going to look like on dev's side, knowing the technology would require significantly more GPU firepower to be actually usable.
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  • Giroro
    So what's causing the drop in framerates when ray tracing is enabled, since all that should be doing is turning on extra dedicated hardware.

    It seems that the Ray Tracing hardware is still weak and out of balance compared to the powerful GPU, but if ray tracing is the bottleneck, then I wouldn't expect a higher resolution to has as much as a drop because the number of rays calculated should be constant?

    I don't know, between the ill performing ray tracing and useless AI hardware... it's almost like the RTX series is chopped-down enterprise GPU that was designed to live inside of a render farm, not a gaming computer.
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  • hannibal
    In other site test, those RTX cards really tumbled when there are a lot of surfaces that offer reflections. So average frame rate tell very little. When there is little or almost none reflections, the game is just slow, but playable. When there are a lot of reflections, the game is really bad!
    Yep... These cards are not fast enough for ray tracing yet... well the 2080ti is good for 60fps in almost all situation at 1080p, but that is no good for first person shooters...
    Ray Tracing is ok for word adventures and turn based strategy games at this moment, but next generation may actually be useful in more wider gaming situations! Also these cards allows programmers to experience with ray tracing, so that it will be better in the next generation!
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  • stdragon
    21492171 said:
    Since some people are already switching to 4K monitors, it looks like RTX is clearly not going to be playable for them for a very long time. Makes me wonder what's the adoption of the technology going to look like on dev's side, knowing the technology would require significantly more GPU firepower to be actually usable.

    I prefer gaming at 1K (1080) anyways as I'll prefer a higher FPS (minimum of 60) if that means sacrificing a higher resolution. The good news is, you can switch a 4K monitor to 1080 without any down-scaling effects as the pixel count divides evenly. So, no "fuzzy" interpolation effects will occur. Now whether or not enabling AA will offset the gains of staying at 1K...well...I suppose that's situational to the game you're playing. Meaning, 4K without AA might be preferred. Maybe.
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  • jpe1701
    Even though the performance cost is high, I'm still surprised the 2070 did as well as it did. I was sure it would be a total dud. If they include rt cores on the 2060 that's going to be a joke though looking at these numbers with only medium settings.
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  • Gillerer
    21492243 said:
    ... The good news is, you can switch a 4K monitor to 1080 without any down-scaling effects as the pixel count divides evenly. So, no "fuzzy" interpolation effects will occur. Now whether or not enabling AA will offset the gains of staying at 1K...well...I suppose that's situational to the game you're playing. Meaning, 4K without AA might be preferred. Maybe.

    That's not how hardware scalers work. Instead of having special cases for doubling pixels, they always apply the same interpolating scaling algorithm. So regardless of whether the scaling factor is an integer, there will always be blurriness.
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  • bigpinkdragon286
    While I'm looking forward to ray tracing in games, this is just one company's attempt at it, and in the end, none of the reflections in the meager video Tom's shared had any real definition or clarity to them, other than the obvious changes in coloration to the reflective surfaces. Care to show off some vehicle mirrors or glass reflections so we can get a better idea of whether this stuff is going to look gimmicky? I already don't like how the ground looks so artificially reflective. It reminds me of when pixel shaders were new, and devs gave everything a plastic sheen to it because they could.
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  • thealmightyeyeball
    Just seems a waste to spend that much for something barely usable.

    Buy something cheaper like a 1080ti which will give great frame rates sans RT.

    It seems nVidia tried to create an awe factor which is impractical.
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  • NinjaNerd56
    I believe I’ll stick with my GTX1060 and regular old 1080P IPS monitor for a while.
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  • DXRick
    Huh? Even Oblivion and Fallout 3 can do dynamic reflections on water and specular lighting on other surfaces (like snow). The ability to make a flat surface (like a mirror) do a realistic reflection has long existed too.

    What ray tracing can do is make one surface reflect the reflections of other surfaces and have their lighting influenced by the light reflected from other surfaces. Was that shown in the video? The big orange/yellow explosion reflections on water were possible 12 years ago. I would like to know what in that game is only possible with ray tracing?

    In other words, if current games were actually written to max out the current abilities of DirectX and the fastest video cards on PCs (instead of being console ports) we would get a lot more than we get now.
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