DESORDRE

DESORDRE

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Shoonka  [desarrollador] 1 SEP 2023 a las 8:02
Full Ray Tracing Branch Test (1.3.0 Preview)
📣 Exciting News! I'm thrilled to announce that a Full Ray Tracing version of the game is now available for testing on Steam. Experience a whole new level of visual fidelity with fully ray-traced lighting, shadows, and reflections.

👉 How to Access:

Open your Steam library.
Right-click on the game title.
Select "Properties."
Go to the "Betas" tab.
In the drop-down menu, select the "fullrtpreview1.3.0" branch.

🎮 How to Enable Full Ray Tracing In-Game:

Go to Settings.
Navigate to the Graphics tab.
Scroll down and activate the "Full Ray Tracing" option.

⚠️ Known Issues:

Portal particles are currently not visible in reflections due to bugs and performance issues.
FSR 2 is experiencing issues and has been temporarily replaced with TSR.
Please note that this is a preview version and might contain some bugs. A high-end GPU is highly recommended for the best experience.

I appreciate your continued support and can't wait to hear your feedback!
Última edición por Shoonka; 1 SEP 2023 a las 18:07
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Mostrando 1-15 de 26 comentarios
wirtold 2 SEP 2023 a las 1:29 
Looks great! But it would be beter, if you add destination resolution selection. It is hard for my 4070ti, even with DLSS performance ;)
X-RAY 2 SEP 2023 a las 3:49 
With enabled Full Ray Tracing this game looks even more impressive and accurate than before. Now it needs as much GPU performance as in Cyberpunk 2077 Overdrive mode. In my opinion Desordre looks better than Portal RTX.

Ray Reconstruction will help at some weak points such as blurring reflections while in motion.
Última edición por X-RAY; 2 SEP 2023 a las 3:57
Shoonka  [desarrollador] 2 SEP 2023 a las 6:21 
Publicado originalmente por wirtold:
Looks great! But it would be beter, if you add destination resolution selection. It is hard for my 4070ti, even with DLSS performance ;)

What is destination resolution selection ? :) And you need to enable frame generation to run this mode :)
sontin 2 SEP 2023 a las 6:31 
Great work. Looks fantastic!
Shoonka  [desarrollador] 2 SEP 2023 a las 6:33 
Publicado originalmente por X-RAY:
With enabled Full Ray Tracing this game looks even more impressive and accurate than before. Now it needs as much GPU performance as in Cyberpunk 2077 Overdrive mode. In my opinion Desordre looks better than Portal RTX.

Ray Reconstruction will help at some weak points such as blurring reflections while in motion.

Thank you for your opinion, I think ray reconstruction will be available after the next Unreal update :)
Shoonka  [desarrollador] 2 SEP 2023 a las 8:04 
Publicado originalmente por sontin:
Great work. Looks fantastic!

Thank you ! :steamthumbsup:
wirtold 2 SEP 2023 a las 8:37 
Publicado originalmente por Shoonka:
What is destination resolution selection ? :) And you need to enable frame generation to run this mode :)

I am using 4k TV as my monitor, I can not find screen resolution selection in Desordre, so, I assume, game is using my desktop resolution, which is 3840x2160. With DLSS2 enabled, game of course renders at lower resolution, but it is not enough ;) Normally, for games, I am using 1440p or even 1080p screen resolution, especially for full RT/pathtracing games (Cyberpunk 2077, Portal RTX, Quake II RTX, ...).

Actually, I don't like frame generation, because it is not vsynced.

To sum it up: I just want game to set my monitor resolution to 1440p (like almost every game can do), and then enable DLSS2. I know, it is 'double upscaling' - but it is ok for me, I am about 2.5 m from my screen ;)
Shoonka  [desarrollador] 2 SEP 2023 a las 8:46 
Publicado originalmente por wirtold:
Publicado originalmente por Shoonka:
What is destination resolution selection ? :) And you need to enable frame generation to run this mode :)

I am using 4k TV as my monitor, I can not find screen resolution selection in Desordre, so, I assume, game is using my desktop resolution, which is 3840x2160. With DLSS2 enabled, game of course renders at lower resolution, but it is not enough ;) Normally, for games, I am using 1440p or even 1080p screen resolution, especially for full RT/pathtracing games (Cyberpunk 2077, Portal RTX, Quake II RTX, ...).

Actually, I don't like frame generation, because it is not vsynced.

To sum it up: I just want game to set my monitor resolution to 1440p (like almost every game can do), and then enable DLSS2. I know, it is 'double upscaling' - but it is ok for me, I am about 2.5 m from my screen ;)

The game actually uses the desktop resolution as a reference, so to play in 1440p in the game, you need to change this directly from the desktop or play in windowed mode.
X-RAY 2 SEP 2023 a las 11:58 
I have once again intensively compared Full Ray Tracing and Lumen and Full Ray Tracing is definitely worth the effort. This is once again a visible step nicer, more accurate and more stable.

The cubes cast light and reflections and the GI and reflections are more accurate and go much, much further than before. No more lighting pop in.

Even with DLSS Ultra Performance the image quality is moszly good on a 65 inch UHD screen at 2,7 meters distance. DLSS Ultra Performance runs fast too.

Is it intended that the cubes emit such a reddish light or should it be rather white?
Shoonka  [desarrollador] 2 SEP 2023 a las 12:34 
Publicado originalmente por X-RAY:
I have once again intensively compared Full Ray Tracing and Lumen and Full Ray Tracing is definitely worth the effort. This is once again a visible step nicer, more accurate and more stable.

The cubes cast light and reflections and the GI and reflections are more accurate and go much, much further than before. No more lighting pop in.

Even with DLSS Ultra Performance the image quality is moszly good on a 65 inch UHD screen at 2,7 meters distance. DLSS Ultra Performance runs fast too.

Is it intended that the cubes emit such a reddish light or should it be rather white?

Yes, it's intentional that the cubes project a red light :)
sontin 4 SEP 2023 a las 3:53 
In the last level the trees do not get reflected in the water. Shadows are not a problem.

That was the only problem i encountered. This is really fantastic. Can you further describe how you changed the lighting system to Pathtracing?
Shoonka  [desarrollador] 4 SEP 2023 a las 5:59 
Publicado originalmente por sontin:
In the last level the trees do not get reflected in the water. Shadows are not a problem.

That was the only problem i encountered. This is really fantastic. Can you further describe how you changed the lighting system to Pathtracing?

Thank you, I will go check to correct the trees that are not reflecting in the last chapter. For the implementation of path tracing, I am using NVIDIA's restir gi and restir di combined together :)
sontin 4 SEP 2023 a las 7:19 
How difficult was it to implement Pathtracing? I read a few interviews from EPIC that using hardware accelerated raytracing is a problem with Nanite and UE5. So your Pathtracing option is a really impressive implementation. Looks so much better than Lumen alone.
Shoonka  [desarrollador] 4 SEP 2023 a las 7:27 
Publicado originalmente por sontin:
How difficult was it to implement Pathtracing? I read a few interviews from EPIC that using hardware accelerated raytracing is a problem with Nanite and UE5. So your Pathtracing option is a really impressive implementation. Looks so much better than Lumen alone.

Nvidia offers a customized version of Unreal Engine on GitHub, which integrates their proprietary technologies. However, the documentation is rather challenging to navigate, and the setup requires unique configurations. Implementing this into a full-fledged game while maintaining other rendering options like Lumen has proven to be an intricate task. On a separate note, Epic Games has introduced a feature that enables ray tracing to be applied directly to Nanite meshes instead of proxies. While this opens up new avenues for visual modes, the performance cost can be prohibitively high depending on the polygon count.
sontin 5 SEP 2023 a las 15:36 
Thx for the informations.

In the final 1.3.0 version switching Pathtracing on/off will switch back to the display tab. That wasnt a problem in the beta.
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