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This game has optimisation issues, so I doubt they'd be able to get ray tracing running without setting your PC on fire.
My GPU runs around 60% usage in this game (RTX 3080).
My poor, crying 1650.
Actually wait, that's probably it, the reasonable ones are probably thinking the game's raycasting for lighting is eating up GPU. Could be some of it, though a lot of it probably just has to do with the simulator aspects of it.
This sounds like an unsubstantiated rumor to me. Perhaps some people didn't understand why a game with so many moving parts requires mid-range hardware, and assumed that it might be raytracing. Raytracing can indeed increase hardware requirements substantially, but it's far from the only feature that does that.
That's what I figured.
I understand the game doesn't use traditional lighting techniques (not sure on the detail, but I think something about how the world's generated?), but that doesn't mean it's ray tracing.
Considering how demanding any form of ray tracing is, I highly doubt I could run the game at all.
Same! But the fact that it performs at all makes it hard for me to believe it's ray tracing...
I'm getting ~25-35fps with 1920x1080, which is about as expected for the minimum system requirements.
That doesn't sound like ray tracing to me.
Thanks for the insight.
I could easily see people getting mixed up if rays are involved in different ways, especially since "ray tracing" is such a buzzword these days.
As for lighting vs. simulation, though the simulation is certainly demanding, I can't help but feel that my GPU is getting more taxed than my CPU. I haven't kept a close eye on that, though, so I could be wrong.
Guess it would kind of make sense, though, as my GPU's the bottle-neck.
Good question. Quick search gave me a couple of hits.
If I'm reading this[stackoverflow.com] correctly, it sounds like a major difference is how far the rays go?
With ray casting stopping once it hits something, and ray tracing continuing on for multiple hits.
Both are dynamic (using rays to do their thing), but ray tracing is more demanding.
Going by this[www.quora.com] explanation, it sounds like ray casting is more about calculation, and ray tracing is more about rendering.
N.B. I'm no tech expert, so I could be wrong about my interpretation about any of this, and I have no idea if the basic info I found itself is correct... I'm just guessing, basically.
Right, hence my confusion.
I keep seeing it pop up, though, so I figured I'd ask.
The simulation is certainly demanding, though I think the game is more taxing on GPU than CPU. Could be wrong about that, and perhaps simulation has a greater effect on GPU than I'd expect.
I'm not sure about the cause of the problems, I was watching a couple of streams the other day and the FPS dropped significantly as soon as the streamers transitioned from inside to outside, if the tracking of the various parts of the simulation were the problem then I would have thought the performance issues would occur inside aswell as outside, because why would the simulation only be tracked when the player was outdoors? It seems to me it must be graphics related in some way.
Hopefully they can use some of the income generated from sales to hire somebody with optimisation experience.
Raycasting is basically... "Draw straight lines out from light sources to make shadows". Like raytracing with all of the most interesting and complicated parts cut out. It definitely has some math/performance challenges as well (thus the reason many games with dynamic shadows have a "shadow detail" option), but my impression has been that due to the relative simplicity of raycasting compared to ray tracing, it lends itself to optimization better. I could be wrong on that point.
I have a 2080 Ti and I get a lag spike the moment I walk outside a building, like a minor hang, then the game is mostly okay, with a bit of stuttering. Keep in mind I'm not super picky as long as i can play, so "a little" for me might be "a lot" to someone else.
https://i.imgur.com/DWaDoE8.png
Seems logical.
I've also noticed going outside makes a considerable difference.
Though the simulation no doubt takes its toll to a degree, I'd be surprised if that was the main issue.
I wonder how much overlap of workload there is between CPU & GPU, and simulation & graphics.
Did some testing earlier, and though my GPU was getting maxed out at ~98-99% usage, my CPU was mostly around 50%, sometimes going up to about 70% for a bit.
No surprise there, as my GPU is my bottleneck[pc-builds.com], but if the simulation was really the main stress factor, I'd expect my CPU to still be more in use than it is.
I found your explanation helpful, and seems to fit with what the first link says, at least.
Yeah, there definitely seems to be something that happens at the inside/outside threshold.
I'm guessing maybe it's something to do with... "active vs. passive simulation", for lack of a better term.
I doubt the game is constantly simulating every single little thing in real time, and each building and "outside" must each count as an "active area", and the game probably only actively simulates the "area" the player is in.
Good news, though it doesn't really answer any of our questions.