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Скачать с ютуб Black Myth Wukong: Ray Traced Ambient Oclusion (less ghosting) в хорошем качестве

Black Myth Wukong: Ray Traced Ambient Oclusion (less ghosting) 4 недели назад


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Black Myth Wukong: Ray Traced Ambient Oclusion (less ghosting)

Denoiser solves flickering, but causes pichy areas on rocks. I am still working to enable both. Snipe code: [SystemSettings] r.RayTracing.GlobalIllumination.Intensity=0.1 r.RayTracing.GlobalIllumination.SamplesPerPixel=2 r.RayTracing.GlobalIllumination.EnableTwoSidedGeometry=1 (it is not enabled in the game normaly, it is disabled by default) r.RayTracing.ForceAllRayTracingEffects=0 r.RayTracing.Lighting.SamplesPerPixel=2 r.RayTracing.AmbientOcclusion.EnableMaterials=1 r.RayTracing.AmbientOcclusion=1 r.AmbientOcclusion.RadiusScale=1 r.RayTracing.AmbientOcclusion.SamplesPerPixel=2 r.RayTracing.AmbientOcclusion.FadeDistance=600 r.TemporalAA.Upsampling=0 r.TemporalAA.Algorithm=0 r.TemporalAACatmullRom=0 r.TemporalAASamples=0 r.PostProcessAAQuality=0 As you can see in this video, even with most of the demanding settings turned down, the GPU load is almost the same as when using cinematic settings, due to ray-traced ambient occlusion is already enabled, even though it might not be explicitly listed in the settings. This video is to compare a scene with minimal non-ray traced elements (low shadows, reflections, global illumination, and post-processing effects) and ray-traced ambient occlusion added - RTAO (which this game doesn't currently support natively, even at Very High) - to the same scene at cinematic settings (    • Black Myth  Wukong 1280x720 DLAA cine...   ). Interestingly, it seems like the visuals might be improved to some degree while potentially more GPU load (as expected).

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