Designed around a ring of mirror walls with different roughness and various modes and resolutions, this benchmark will allow us to benchmark Ray Tracing capabilities from the more weak GPUs, as the GTX 1060, up to the strongest RTX ones, which won't even be able to pass the more exigent test of the benchmark, reserved for future GPU generations or SLI configurations. What’s the Difference Between Ray Tracing and Rasterization? Explore the latest progress in making special-purpose hardware that accelerates ray tracing. Since a custom run doesn't generate a score, I've only included my own framerate captures for the second chart, which also includes the 97 percentile fps (minimum average fps for the bottom three percent of frametimes), and I'll focus on framerates rather than 3DMark scores. Running at 1080p boosts performance by 60-80 percent, while 4K drops performance around 50-60 percent on the 2070, 2080, and 2080 Ti. There's no way to manually enable/disable that feature, but we're not really worried about the demo performance. There are a few scores in 3DMark's database for non-DXR cards, but if you look closely, you'll find they're using an RX or GTX card as the primary GPU with an RTX card as a secondary GPU, with the test running on the latter. Here are the results, broken down into 3DMark score, graphics framerate, and 4K demo framerate. The workloads are often intentionally heavy, in order to better simulate future games. There was a problem. Keeping the resolution at 1440p but bumping the 'max reflection sample count' from the default 1 to 4 along with setting the 'reflection filtering quality' to high (instead of medium) represents a bit more of a forward-looking approach to ray tracing. All of these interactions are combined to produce the final color of a pixel that then displayed on the screen. NVIDIA partnered closely with Microsoft to enable full RTX support for DXR applications. Running on the RTX 2080 Ti, that dropped performance from 37.8 fps to just 23.0 fps, which is a pretty big drop. ShadowPlay wasn't a problem on the other GPUs, which showed the usual 3-5 percent drop, but the 2060 is clearly running near the limit of its resources. Regardless, I tested the three reflection modes and captured framerates to compare performance. 2x8GB G.Skill TridentZ RGB DDR4-3200 The standard Port Royal run uses a 2560x1440 resolution, so already a step above the 'typical' 1080p display. That's because unlike Battlefield 5, it implements DXR reflections, refractions, lighting and shadows, and—in the demo mode—even "dynamic global illumination with ray traced photon mapping." One setting is reflection mode, which can be set to 'ray traced' (the default), 'traditional' (Screen Space Reflections (SSR)), or 'off' (no reflections at all). With the release of update 4.25,…, Many developers port content from DirectX to Vulkan to take advantage of broader market reach. In theory AMD and Nvidia could release updated drivers for RX-series and GTX model cards, where DXR calculations would happen using compute shaders or something similar, but for now all non-RTX GPUs simply refuse to run the benchmark. It is expected that many use cases will employ hybrid renderers which combine rasterization and ray tracing, so tight integration with an existing rendering API is very important.