Maybe my memory is just failing me (I do remember DX9 games often being stutterfests), but it almost seems like there's been a strange "rise" in StutterStruggle games as of late. So we're sitting here with GPUs capable of RT but gamers are maybe just better off leaving it switched OFF because of its impact on the CPU/limited VRAM pool lol. My 3070 only has 8 gigs of VRAM - it's so weird to me how they hamstrung 3000 series GPUs in terms of VRAM since surely they must've known how RT impacts VRAM usage. Just how? It also only has 224 GB/s bandwidth that tries to both feed its CPU and GPU, all the while managing to push 900p/50-60 FPS with stable frametimes which is not possible to achieve on above systems Ĭlick to expand.Going off the Daniel Owens video and considering what Digital Foundry has stated about RT and how taxing on the CPU/VRAM the BVH tree building/storage is, I'm kinda left wondering if we need some kind of improved/generalized solution for that sort of thing. How can this happen when the said console only have a tiny buffer of 8 GB allocated for all possible operations, ranging from NPCs, physics, sound, graphics, textures, all that stuff. This happens at settings and resolutions that are most likely lower than Series S's balanced/quality mode. Most settings at medium, at 720p render resolution (fsr quality at 1080), game uses a total of 18 GB RAM and 7 GB VRAM, and numbers keep climbing too.
It really does not look it utilizes super low settings either.
It really looks smooth and consistent, fairly stable performance overall. Even the performance mode looks decent, aside from the resolution. Click to expand.I'll do you one better, Series S runs this game at 900p/60 FPS - 1080p/40 FPS - 1200p/30 FPS.