this post was submitted on 10 Mar 2025
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[–] Artyom@lemm.ee 122 points 2 days ago (5 children)

Step 1. Turn on ray tracing

Step 2. Check some forum or protondb and discover that the ray tracing/DX12 is garbage and gets like 10 frames

Step 3. Switch back to DX11, disable ray tracing

Step 4. Play the game

[–] SynopsisTantilize@lemm.ee 30 points 2 days ago

I don't even check anymore lol.

[–] Brunbrun6766@lemmy.world 14 points 2 days ago

True, I've had very few games worth the fps hit

[–] frezik@midwest.social 5 points 2 days ago

Best use of ray tracing I've seen is to make old games look good, like Quake II or Portal or Minecraft. Newer games are "I see the reflection in the puddle just under the car when I put them side by side" and I just can't bring myself to care.

[–] criss_cross@lemmy.world 1 points 1 day ago (1 children)

The slideshow Control experience does look stellar for a bit

[–] Artyom@lemm.ee 1 points 1 day ago

Control and Doom Eternal are the only exceptions to this rule I've played, but they are very much the exception.

[–] ElectroLisa@lemmy.blahaj.zone 3 points 2 days ago (3 children)

If I know a game I'm about to play runs on Unreal Engine, I'm passing a -dx11 flag immediately. It removes a lot of useless Unreal features like Nanite

[–] ShinkanTrain@lemmy.ml 23 points 2 days ago

Then you get to enjoy they worst LODs known to man because they were only made as a fallback

[–] boletus@sh.itjust.works 13 points 2 days ago

Nanite doesn't affect any of the post processing stuff nor the smeary look. I don't like that games rely on it but modern ue5 games author their assets for nanite. All it affects is model quality and lods.

Lumen and other real time GI stuff is what forces them to use temporal anti aliasing and other blurring effects, that's where the slop is.

[–] _____@lemm.ee 9 points 2 days ago (1 children)
[–] sp3tr4l@lemmy.zip 2 points 2 days ago* (last edited 2 days ago)

Nanite + Lumen run like garbage on anything other than super high end hardware.

It is also very difficult to tweak and optimize.

Nanite isn't as unperformant as Lumen, but its basically just a time saver for game devs, and its very easy for a less skilled game dev to think they are using it correctly... and actually not be.

But, Nanite + Lumen have also become basically the default for AAA games down to shitty asset flips... because they're easier to use from a dev standpoint.