Battlefield 5 real-time ray tracing performance is not at all great but that could change in the future. DICE and Nvidia know about the issue and DICE has claimed that there will be performance optimizations from DICE and Nvidia soon.
Battlefield 5 is the first game to support Nvidia RTX real-time ray tracing and this was supposed to be a major deal. The performance is not where we expected it to be. While this is a major step in the right direction, from what we can see so far, Nvidia RTX graphics cards fail to hit the mark. RTX should have been labeled as a work in progress rather than a major selling point for the next-generation of Nvidia graphics cards.
Yasin Uludağ Software Engineer, Rendering at EA DICE mentioned that the developers are passionate about the game, as well as Nvidia RTX. The following is what he had to say in this regard:
People can expect us to keep improving our ray tracing as time goes, as both we at DICE and Nvidia have a bunch of optimizations coming in from the engine side and driver side and we are far from done. We have specialists from Nvidia and DICE working on our issues as we speak. From now on, it’s only going to get better, and we have more data now too since the game released.
It will be interesting to see what kind of optimizations can be made in terms of Nvidia RTX real-time ray tracing for Battlefield V. DICE seems confident that the developer and Nvidia can work on the matter at hand and deliver better performance.
We talked about how turning RTX on reduces the performance of Nvidia RTX graphics cards to one-third, compared to when the setting is off. That is a major drop in performance and keeping in mind that you are paying $1100 for the RTX 2080 Ti, you expect to be able to play games at higher resolutions as well as higher FPS.
Turning RTX on in Battlefield 5 results in a major drop in performance and the Nvidia RTX 2080 Ti is only able to run the game at 1080p 60 FPS with the RTX effects turned on. This is not what most people that are buying the cardwantst. Yasin Uludağ further went on to mention the following:
By the time people read this, many of the improvements mentioned will already have been completed. As you mention Quake and Crysis – Working on ray tracing and being the first out with it in this way is a privilege. We feel super-lucky to be part of this transition in the industry and we will do everything we can to deliver the best experience possible. Rest assured, our passion for ray tracing is burning hot!
I would say that it is too soon to get your hopes up. Developers do promise things like this but there are times when they are unable to deliver on such promises. It is possible that we might get minor performance improvements, which Nvidia RTX card owners will appreciate. Even though this is a single game that we are looking at here, from what we see, Nvidia RTX graphics cards cannot be recommended with real-time ray tracing being the major selling point.
When it comes to raw performance, these are the most powerful consumer graphics cards that you can buy right now, but the real-time ray tracing technology is not something that I am sold on. We will have to wait and see what kind of improvements we will get when it comes to Nvidia real-time ray tracing in Battlefield V.
Uludağ explained some of the performance optimizations that DICE has planned and the following is what he had to say in this regard:
One of the optimisations that is built into the BVHs are our use of “overlapped” compute – multiple compute shaders running in parallel. This is not the same thing as async compute or simultaneous compute. It just means you can run multiple compute shaders in parallel. However, there is an implicit barrier injected by the driver that prevents these shaders running in parallel when we record our command lists in parallel for BVH building.
This is one of the issues that will be fixed in an upcoming update. This should help increase performance, which means higher FPS with Nvidia RTX on. Uludağ mentioned that we can expect to see “quite a bit of performance” once this issue is patched. He went on to mention the following:
Another optimisation we have in the pipe and that almost made launch was a hybrid ray trace/ray march system. This hybrid ray marcher creates a mip map on the entire depth buffer using a MIN filter. This means that every level takes the closest depth in 2×2 regions and keeps going all the way to the lowest mip map.
There are plenty of things that DICE and Nvidia are working on, in order to make real-time ray tracing better in Battlefield 5. We will keep you updated regarding the performance optimizations that the developer makes, so stay tuned for more information and news regarding the matter.