Time to revisit the state of ray tracing. It's been months since we last discussed ray tracing in detail, when we tested it on early titles such as Battlefield V, and the latest releases of Metro and Tomb Raider, so there's plenty of fresh stuff to go over, more benchmarks, more experience playing those games and quite a few opinions. This is bound to be a long one, so strap yourselves in.
Control is the latest game from the makers of Max Payne, Alan Wake, and Quantum Break. It's all the standard elements of a regular third-person shooter, but its exhaustive world building and all-consuming eeriness make it much more.
In this second part of our deeper look at 3D game rendering, we'll be focusing what happens to the 3D world after all of the vertex processing has finished. We'll need to dust off our math textbooks again, grapple with the geometry of frustums, and ponder the puzzle of perspectives. We'll also take a quick dive into the physics of ray tracing, lighting and materials -- excellent!
During this year's GDC, Nvidia announced that GTX graphics cards would be getting basic ray tracing support with a driver update. For putting together this test we took the most powerful Pascal GPU we had on hand - the Nvidia Titan X - and pitted it against Nvidia's RTX line-up in the three games that support ray tracing thus far.
Critically-acclaimed game Shadow of the Tomb Raider has been updated to receive support for both DirectX ray tracing shadows and Nvidia's DLSS upscaling technology. It's been seven months since ray tracing was shown off in this title and a good six months since the game was released, but hey, the feature was added in eventually and it's a very good game, we must add.