on the playstation NUMBER_TOKEN. the performance cost of ray tracing on pc is not too heavy exactly turning on rt shadows by their lonesome which also turns on bvh building by the way costs NUMBER_TOKEN performance over sun shadow maps if something like rtao was already on though and the bvh is already being built then rt shadows will actually add very extra little cost rtao is also cheap at least in its performance mode the performance mode lowers the resolution and causes some artifacts in areas like the grass you can see here interestingly on an rtx NUMBER_TOKEN super at NUMBER_TOKENp this rtao performance mode being turned on costs almost the same as turning on SHORT_HYPHENATED_TOKEN or SHORT_HYPHENATED_TOKEN plus while also looking a heck of a lot better i would say looking at the performance cost across vendors with the rtx NUMBER_TOKEN and rx NUMBER_TOKEN xt they both have an extremely similar performance with psNUMBER_TOKEN settings at native NUMBER_TOKENk turning on rt to its highest adds an additional NUMBER_TOKEN milliseconds of rendering time on the rtx NUMBER_TOKEN. on the rx NUMBER_TOKEN xt turning on rt under those same conditions adds NUMBER_TOKEN milliseconds of rendering time so we can see how there's a disparity here between amd and nvidia gpus and how they're burdened by rt altogether based upon my info my out to my settings look like this if you're foregoing ray tracing use the settings that the playstation NUMBER_TOKEN uses and there's a reason why the devs want the playstation NUMBER_TOKEN using these settings to maximize performance and resolution if you're going to use ray tracing well use the shadows and the ao but only use the performance mode for raytraced m and occlusion a big part of my optimized settings is leaning on dynamic resolution which i find to be excellent in depth loop now beyond optimized settings everyone also has settings for textures which are going to be different based upon your user preference and kind of your gpu vram amounts the way textures work in this game can be shown off by looking at how the psNUMBER_TOKEN version looks here the psNUMBER_TOKEN version on close inspection uses the very high settings for textures quite obviously so but at the same time due to its limited ram pool much like a gpu it has to stream textures in when they get closer to the camera like here in the shot i showed off earlier of shadows in the distance notice how the texture resolution here on playstation NUMBER_TOKEN is lower actually than the very high setting on an rtx NUMBER_TOKEN which has NUMBER_TOKEN gigabytes of vram in my experience going over the vram budget in death loop does not cause stuttering like you can see in other games rather it causes textures to stream in more often closer to the camera like here on the rtx NUMBER_TOKEN super with its NUMBER_TOKEN gigabytes of vram here the textures are set to very high and as i round this corner here notice how the texture pops in here on the bin this is the kind of behavior you will see if the game is going over your vram budget and telling you in the menu this streaming of textures into limited vram pools has a cost on performance that will scale with memory bandwidth as well as your vram pool i was
NO_SEGMENT_TOKEN