[WCCF] World of Tanks enCore RT Demo Benchmarked – Polaris, Vega, Navi, Pascal, And Turing Tested - Overclock.net - An Overclocking Community

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[WCCF] World of Tanks enCore RT Demo Benchmarked – Polaris, Vega, Navi, Pascal, And Turing Tested

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post #1 of 50 (permalink) Old 10-18-2019, 06:22 AM - Thread Starter
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[WCCF] World of Tanks enCore RT Demo Benchmarked – Polaris, Vega, Navi, Pascal, And Turing Tested

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The team over at Wargaming is bringing the much-anticipated update to their World of Tanks game engine with the move to enCore RT. Wargaming has partnered with Intel and is using their Embree library (part of OneAPI) to bring ray traced shadows to World of Tanks. This is not full scene ray tracing but a version of hybrid raytracing like we've seen in most games using ray tracing effects, outside of Quake 2 RTX and Minecraft RTX which are fully path traced. While the ray traced shadows are limited only to the shadows on intact tanks there is a really interesting take with this technique being able to circumvent the need for DX12 and DXR as it runs on DX11. The catch with it running on DX11 means that you can run it without the need for extensive driver support or hardware accelerators for ray tracing and that means you can run it on pretty much any DX11 compliant graphics card, so we wanted to see how it does across our test suite.
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post #2 of 50 (permalink) Old 10-18-2019, 07:19 AM
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"While the ray traced shadows are limited only to the shadows on intact tanks"

That's possibly the most underwhelming application of ray/path tracing I've ever heard of in terms of scope. It'd have been way more interesting if they had done multiple raytraced effects and let the user choose which to render.

From a performance comparison perspective, it's even less interesting because the cards all fall exactly where expected on the chart.

Now, with all that said, the shadows look way better with raytracing - to no one's surprise. It's amazing how much more realistic and less flat the tank looks with it on.

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post #3 of 50 (permalink) Old 10-18-2019, 07:27 AM
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https://gamegpu.com/mmorpg-/-%D0%BE%...10DIdMY.reddit

Here surpisingly Navi is performing much better than Radeon VII maybe they have appropached RT the wrong way on AMD? https://gamegpu.com/mmorpg-/-%D0%BE%...-test-gpu-cpu#
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post #4 of 50 (permalink) Old 10-18-2019, 07:40 AM
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What a waste of path tracing....and would of been nice to see where 1080ti and Radeon VII stacked up...
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post #5 of 50 (permalink) Old 10-18-2019, 07:41 AM - Thread Starter
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A nice way to quickly intro RT into the game for everyone, but completely shafts RTX owners. Lol. I do expect an outcry for a wider implementation though.

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post #6 of 50 (permalink) Old 10-18-2019, 08:02 AM
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Quote: Originally Posted by PontiacGTX View Post
https://gamegpu.com/mmorpg-/-%D0%BE%...10DIdMY.reddit

Here surpisingly Navi is performing much better than Radeon VII maybe they have appropached RT the wrong way on AMD? https://gamegpu.com/mmorpg-/-%D0%BE%...-test-gpu-cpu#
Also Vega and Fury doing worse compared to Navi and Polaris. Pascal is slipping a bit, but that's to be expected. Turing has more potential to exploit.

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post #7 of 50 (permalink) Old 10-18-2019, 08:29 AM
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Quote: Originally Posted by GHADthc View Post
What a waste of path tracing....and would of been nice to see where 1080ti and Radeon VII stacked up...
Actually, accurate AND consistent shadowing is important to immersion. (Imagine a Thief remake with RT.) If you watch the video, the devs clearly show their appreciation for a single-solution to shadowing, rather than all manners of generating and tweaking shadow maps that aren't even accurate. The hardness of shadows shown seem to be an exaggeration meant to show off their achievement, but softening for realism should be easy by changing the penumbra distance.

While accurate reflections have been lacking, not all objects reflect (as in the real world too). However, everything casts shadows in the presence of a light source. On a 2D surface such as a display, depth is required when portraying a 3D scene -- lights and shadows are the best aid to a perspective rendering (even without texture).

If you click the gamegpu links, you can find 1080TI benchmarks.

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post #8 of 50 (permalink) Old 10-18-2019, 10:09 AM
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yay! so i get to see a "ray traced" implementation halve my frame rate too

Spoiler!

fyi, took <5 min to download/install.

Remember the golden rule of statistics: A personal sample size of one is a sufficient basis upon which to draw universal conclusions.
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post #9 of 50 (permalink) Old 10-18-2019, 10:15 AM
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Seems like Intel's OneAPI is already taking off. Can't wait to see what Intel's GPUs are like when they are out. We might actually have a CUDA competitor.

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post #10 of 50 (permalink) Old 10-18-2019, 10:21 AM
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Quote: Originally Posted by mouacyk View Post
Actually, accurate AND consistent shadowing is important to immersion. (Imagine a Thief remake with RT.) If you watch the video, the devs clearly show their appreciation for a single-solution to shadowing, rather than all manners of generating and tweaking shadow maps that aren't even accurate. The hardness of shadows shown seem to be an exaggeration meant to show off their achievement, but softening for realism should be easy by changing the penumbra distance.

While accurate reflections have been lacking, not all objects reflect (as in the real world too). However, everything casts shadows in the presence of a light source. On a 2D surface such as a display, depth is required when portraying a 3D scene -- lights and shadows are the best aid to a perspective rendering (even without texture).

If you click the gamegpu links, you can find 1080TI benchmarks.
Whoops, should of looked at the gamegpu links first, before opening my big mouth, my bad!

That's not as bad as I assumed, and the hit on Pascal isn't even that bad either, the 1080ti is still hanging with the big dogs...I find it interesting how poorly Vega seems to handle RT in this instance, and how well Navi does in comparison to Vega.
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