In the curling monkey claws news, the dark ages no longer require compulsory ray trace effects-because you can now replace some of them with path trace, even more extraordinary (and even more demand) technology-cybulating of RT. Today’s update for the meat shooter sequel selects path-traced lighting, shadow and reflection options, and while all NVDia’s light performance-eding-edging-edging DLSS rays come with reconstruction, my test also suggests that the most freshly-flesh GPU will also pay a heavy price for its Xinier Helcops.
This is despite the fact that the path-traged doom does not actually look different at night and day, which is a pre-determined nightmire from the issue of the factory; I have lowered some comparative shots below and you will push you from a squinting risk. He said, improvement Are When you see, and God help me, I think I am actually starting to like them. Instead of taking out the heavy metallurgy-fantasy beauty of the dark edge, see, the path tradition performs many small refinements that stand out on a personal basis, depending on that you are really looking at (or shooting).
For example, this scene from the beginning of the game looks similar to and after the path trace to a large extent. However, you can see how the abundance of the fire is now giving light to the shotgun and shield model, an effect that is missing with the standard ray trace (or, at least, very clear). The following shot also has a similar effect with red hell explosion. In both cases, it brightens both scenes and weapons of the dumlok, but the path is of a different red color, with tradition. It would be almost comfortable if it was not so quick.
It also offers a look with more vivid and wide reflections of chunky window path tracing with another showcase of its light, which exits more naturally in the room.
The shadow is also promoted. They are not always as deep as a rule, but they are where it makes sense, such as in this sad forest. The definition of shadow is also sharp, thanks to the part of the ray reconstruction.
Finally, we have some classic shiny tile action. Credit of Ray Tracing: I like to casting the more visible bar shadow expansion (whatever is the matter of cell/furnace), which is sad with the path trace. Otherwise, however, PT gives too much light through that wide door, which in turn helps bring the stony texture, and even those rockets ammo looks as if they are shining with beautiful explosion energy.
Strict quality-wise, dark edge path tracing patches are successful. But at what cost? No game has been done yet, which has managed to work in these effects, to remove a heavy performance without them, and if anything, they are even more rigid here, because they are somewhere else.
The worst condition, the GPU that can comfortably run the ultra nightmier preset, can be completely bucked under the weight of PT, especially with those who are accompanied by a minor VRAM supply. RTX 4060 and Base RTX 4060 TI, both 8GB cards: Take up to 1080p with quality DLSS, they can run ultra nightmare on 80FPS and 94FPS respectively. This will see them to give them a healthy cushion for cuts, but by enableing the path tramps, the use of the vram climbs well over their boundaries, both fall up to 4fps for 4fps resulting. No 40fps. 44fps not. FourOn the graphics card which are barely two years old.
Swapping for 12GB RTX 4070 TI ended the memory problems, but the frame has still been increased to detect the path. At 1440p with quality DLSS, its sleek 110fps on ultra nightmare fell to 43fps after adding new effects; I could take it back slightly by using only 51fps, until 51fps, by using straight light effects. Whatever I have started is less than half of it.

In fact, to get 1440p above 60fps, RTX will not do anything less than 5080. The path is an average of 67FPS with a whole set of traveled options, although it is usually a 4K GPU, b) It began at 132fps with standard beam rays trace, and c) It is a cost of at least £ 980, it is not a very effective result. Talking about 4K, again with quality DLSS, RTX 5080 can only remove 37fps with path tradition – produced 85FPS on Ultra Nightmier. Even the RTX 4090 struggled here, falling from 123fps to 44fps, leaving the top-line RTX 5090, which draws just 60fps from the previous 123FPS.
Yes. Uh. I like these effects, but I can’t recommend using them honestly when they cut the performance in half continuously. The dark era was already a strange alternative to rand tracing, given that the doom was proudly served as a poster baby for the eternal high speed, low-lower FPS FPS hasty. The applied eye candy of this latest doom is later on it, very roughly, half of the eternal speed, and the path is capable of accepting the path to perform the path again.
While checking back through my GPU benchmark tomatoes, the demand for the path of the dark era seems even more inappropriate when planned next to other PT-competent games. Cyberpank 2077, one of the early cheerleaders of technology, loses between a quarter and a third, when the maximum-outs switch from rand tracing to path tracing, and Alan Wake performs similarly (with the exception of a price graphics card like RTX 5060, where it is close to 40% drops). The dark era, again, regularly 50% or more, equally on mid-rangers and premium GPUs-and it is not just a number game that can win path tracing.