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‘Neon Noir’ CRYENGINE Hardware/API Agnostic Ray Tracing Demo Tested; Available Publically Later Today

thelastword

Banned


Neon Noir, the CRYENGINE based hardware and API agnostic ray tracing demo first showcased by Crytek at this year's Game Developers Conference (GDC), is being released publically for download later today on the Marketplace.


Thanks to Crytek, we were able to access it in advance for testing. In the video below you can watch Keith's recording of the benchmark run on a system featuring AMD's RX 5700XT.

Interestingly, this is the second hardware-agnostic ray tracing demo released in the last few weeks, after Wargaming published the enCore RT demo (made in partnership with Intel). Clearly there's an interest to make ray tracing available to a wider public, despite NVIDIA having hardware support on the RTX cards and AMD reportedly also being on the verge of releasing Navi GPUs featuring hardware support of ray tracing.


CRYENGINE developers are getting the ray tracing feature at some point next year, presumably with the 5.7 engine update that is also due to add DirectX 12 and Vulkan support. The folks at Crytek also shared a new 'Making Of' developer diary, detailing how this raytracing demo came to be - check it out below.





Benches from all the Super Cards including AMD is at the link below

https://wccftech.com/neon-noir-crye...ic-ray-tracing-demo-tested-and-available-now/
 

s34ab

Banned
We used the tool that we were given to benchmark the game engine performance across a variety of graphics cards from the Radeon RX Vega 56 to the GeForce RTX 2080Ti to see how it all performed in an engine that is supporting Real-Time Ray Tracing features but not using specific hardware acceleration.

Does that mean the RT cores are being ignored on the nvidia cards?
 

pawel86ck

Banned
Interesting, I was expecting something like 30fps at 1080p, yet RX 5700 run it with around 90fps. So RT can run without HW RT after all, however HW RT would probably offer similar results at much higher resolutions.
 

IbizaPocholo

NeoGAFs Kent Brockman
 

thelastword

Banned
Neon Noir Benchmarked - Testing Methodology

We used the tool that we were given to benchmark the game engine performance across a variety of graphics cards from the Radeon RX Vega 56 to the GeForce RTX 2080Ti to see how it all performed in an engine that is supporting Real-Time Ray Tracing features but not using specific hardware acceleration. I do want to note that this is a very exciting implementation that during my (-Keith) testing I noticed that the reflections had their own motion blur and often were slightly lagging behind the scene, this could just be from an early build and may get better in the future it's bit distracting in the demo and maybe more in an actual game. Either way, I welcome the advancements that Crytek has made here. Now on to the results.


Once we had the results from 3 runs, after discarding an initial burner run for loading purposes, we took the average of average frame rates as well as the 99th percentile results from the run. We report our performance metrics as average frames per second and have moved away from the 1% and .1% reporting and are now using the 99th percentile. For those uncertain of what the 99th percentile is, representing is easily explained as showing only 1 frame out of 100 is slower than this frame rate. Put another way, 99% of the frames will achieve at least this frame rate.


Test System

ComponentsZ370
CPUIntel Core i9-9900k @ 5GHz
Memory 16GB G.Skill Trident Z DDR4 3200
MotherboardEVGA Z370 Classified K
StorageKingston KC2000 1TB NVMe SSD
PSUCooler Master V1200 Platinum
Windows Version1903 with latest security patches

Graphics Cards Tested

GPUArchitectureCore CountClock SpeedMemory CapacityMemory Speed
NVIDIA RTX 2080ti FETuring43521350/163511GB GDDR614Gbps
NVIDIA RTX 2080 SUPER FETuring30721650/18158GB GDDR615.5Gbps
NVIDIA RTX 2070 SUPER FETuring25601605/17708GB GDDR614Gbps
NVIDIA RTX 2060 SUPERTuring21761470/16508GB GDDR614Gbps
NVIDIA RTX 2060 FETuring19041365/1686GB GDDR614Gbps
NVIDIA GTX 1080 FEPascal25601607/17338GB GDDR5X10Gbps
NVIDIA GTX 1070 FEPascal19201506/16838GB GDDR58Gbps
AMD Radeon RX 5700XTNavi25601605/1755/19058GB GDDR614Gbps
AMD Radeon RX 5700Navi 23041465/1625/17258GB GDDR614Gbps
AMD RX Vega 64 Vega 1040961247/15468GB HBM2945Mbps
AMD RX Vega 56Vega 1035841156/14718GB HBM2800Mbs


Drivers Used

Drivers
Radeon Settings 19.11.1
GeForce441.12



Benches

qmuFCky.png



3dcXFmw.png




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Interesting results, bare in mind that this is using the DX11 API, very curious as to what results we will see with DX12 and Vulkan.....
 
Interesting, I was expecting something like 30fps at 1080p, yet RX 5700 run it with around 90fps. So RT can run without HW RT after all, however HW RT would probably offer similar results at much higher resolutions.

It's less accurate than actual raytracing on nvidia's card or vulkan raytracing, but it's an elegant solution.

It would be nice to test the demo with the RT cores enabled, to see how much more performance (or quality) we could squeeze out of it.

DF's video is really good (as usual) in explaining how Crytek did it.
 
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