The procedure, tailored to NVIDIA hardware, fits in 12 GB of VRAM even with maximum detail.
Back in November, we wrote that Godfall’s ray-tracing effect would only be available on the new Radeons for the first time, primarily due to the specific nature of the effect, because the built-in procedure shoots the scene’s scanning rays relatively far compared to most games. Dynamic management of LOD is the optimal method. However, this is not allowed by the current DirectX Raytracing (DXR) specifications, so the developers have worked through AMD’s own API add-ons, which are inherently incompatible with hardware from competing manufacturers.
Counterplay Games had already promised at the time that GeFors would also get the effects, but they would have to redesign the algorithm used to make it compatible with the standard DXR 1.1, and VRAM demand would not be unacceptably high.
The developers kept their promises by releasing the 2.4.44 update, which already makes the effects available on NVIDIA GeForce RTX 20 and 30 series VGAs. The new procedure uses a stochastic LOD instead of a dynamic one, which does not do much good for the amount of calculations, but saves VRAM quite efficiently.
With the new update, 4K detail, and maximum graphics quality, VRAM load creeps up to 12GB on GeForces. This sounds like a lot, as so much data can still only fit in the GeForce RTX 3090, but a 12GB GeForce RTX 3060 will arrive in two weeks, and NVIDIA is expected to come with a 12GB, more powerful VGA in the spring. from, so the 8-10GB models introduced last year are slowly being replaced by new alternatives, even those that already have enough onboard memory for beam-tracking effects that don’t just scan the scene very close to the camera. Of course, the option is to reduce the resolution as well as the texture detail, which can be used to gain enough space for beam tracking on 6, 8 or 10 GB VGAs.
Source: Hírek és cikkek – PROHARDVER! by prohardver.hu.
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