There are currently close to 150 games that have some form of ray tracing. Some will argue ray tracing is just technical snake oil, others hail it as the next big thing for graphics. That's expected in general, and how much you want to weight rasterization versus ray tracing performance is a contentious subject. AMD's GPU ends up slightly ahead of the 4070 Ti in rasterization performance with a 6% lead, but conversely ends up trailing by 19% in the DXR (DirectX Raytracing) test suite. The Sapphire card also lands between the RX 6950 XT and RTX 4070 Ti in performance, but here we need to look at the rasterization and ray tracing charts as well. Regardless, there's really nothing to worry about as no one would notice a less than 10% difference without running benchmarks. It's not drivers, either, as we previously tested the card with the same drivers that we used for our most recent reference GPU testing. Maybe our sample card was a bit of a dud, or maybe our reference card is a bit better than typical. That's what we'd normally expect, since it has a higher power limit and a minor factory overclock, but there's always a bit of variability between GPUs. It's interesting, because we've seen other tests of Sapphire's card where it's a couple of percent faster. But most other times, the deep shadows simply robbed players from taking in the detailed environments, since they were usually either completely hidden or could only be seen in small bits using a dim flashlight.First, overall performance ends up exactly tied (a 0.1 fps difference) with the reference RX 7900 XT. For instance, enemies with headlamps stood out like lit-up Christmas trees. The extreme contrast between light and dark was beneficial in some ways. Candles, lanterns, and spotlights hardly seemed to do anything to cut through the black, making it extremely hard to see anything when stealthily crawling through warehouses, sewers, caves, and other darkened environments. The problem, as I noted at the time, is that the pure black shadows seem to swallow up all the available light sources. Although this was innovative use, especially given how it’s one of the first games to adopt real-time ray tracing, there were instances when the shadows seemed to go overboard and event undermine the game’s excellent graphics. The original launch of Metro Exodus mainly used ray tracing effects to create deep shadows. With the graphics turned up above recommended levels, my framerates generally stayed between 50 to 60 fps in most places while some outdoor areas hitting as high as 75 fps, even with the quality settings at Extreme at DLSS turned off. In fact, I think the Enhanced Edition might perform better in some areas. Surprisingly, the enhancements didn’t impact performance as much as I thought they would when compared to the original game. Additional effects such as tessellation, advanced PhysX, and Hairworks were left on, but DLSS was not. I don’t have an RTX 3090 card or a 4K monitor, so I spent most of my time playing at 1440p resolution with the ray tracing quality set to Ultra. Long requested settings include the ability to completely turn off motion blur instead of just minimizing it and a genuine Field of View (FoV) slider to adjust the picture for ultra-widescreen monitors. The video options menu has gotten a bit of a makeover to emphasize RTX features, such as trading in Texture Filtering for Variable Rate Shading.
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