System requirements: Zen 3 or better: 6GB GPU (texture mod minimum): Low preset @ 1366x768: GTX 750 Ti : High preset @ 1080P: GTX 1660 Ti : Medium preset @ 4k RTX 3080 12GB.
This gives perspective on why Mcflys (Pascal Glitchers) screenspace path tracer can make textures more 3D than they otherwise would natively look. Its a similar but different method of the same concept with specular maps, normal maps, bump mapping, and parallax.
Shaderbits.com
Mcflys code uses both ray marching (PPFX SSDO+) AND path tracing
(SSR) which is not ray marching. Its legit raytracing. The heightmap tech used here is actual path traced, not ray marched like described in this article.
Ray marching is basically the trust me bro version of path tracing thats faster in most cases. The more expensive path tracing even limited to screenspace is going to render heightmaps better without question. Especially with more rays per pixel thanks to DLDSR.
"Notice that you can see fairly sharp shadow lines. This is because this version is only doing a single ray trace without blurring. In the past I used multiple cone traces to soften this but that is fairly expensive. You can use temporal AA to make the shadows even softer by spreading the light vector by rotating it around the vertex normal"
-Shaderbits
You dont need temporal AA which is generally undesirable to enable when you can avoid it. Instead you can use DLDSR, which has more information between frame transitions to draw more accurized and supersampled information, so any potential shimmer in the raytraced brute forced normal layer would be corrected for at the obvious cost of computation. Reshade effects cant be run on raytracing optimized silicone space 16 bit accuracy hardware unfortunately. But I CAN still offload some work with DLDSR to tensor cores so that they arent totally idle.
The ability to use Nvidias dormant interpolation hardware since Turing even in a dumb fashion without DLSS AI sorcery would be huge, and it would absolutely double fps instead of adding maybe 50% or 60% more fps because it wasnt using AI corrections. This would brute force allow for much higher quality rendering overall especially if you can maintain 30fps solid even if dumb interpolation especially, works best at higher fps.
Never involved in industry but have a moderate level of hobby knowledge so I can logically work out solutions to foreseeable rendering problems even if elementary by the Gods (Carmack) of this planet; with readily available retro enhancement tech. Its very underappreciated. Some idiots out there still think reshade raytracing is fake.
I will have to go back and adjust heightmap for my entire patch file (120+ games) eventually. I didnt even know about this crucial SSR tweak, despite otherwise mastering his late in the graphics pipeline technology.
Scrippsnews.com
Ive seen it range from 3.2 to 4.8GBs so far for vram consumption depending on how maxed out that level is at any one given time. Right now im more interested in how it looks more than how it looks with the camera microscopically investigating the quality around every corner.
This is pretty close to what maxed out looks like though im not totally focused on that yet either. The GPU utilization is not maxed out because Nvidias driver using any kind of supersampling outright forces me to use 30hz which it wouldnt be far from anyway. They refuse to change it. Display lottery. Its very consistent with different displays plugged into the GPU. My guess if you dont pay the Nvidia tax with G Sync or something by luck they fully support, sorry pal. Its just business.
I also caught Gigapixel Sharpen AI using my GPU on and off when it was technically supposed to be on standby doing nothing. Its very buggy software and chances are I had it open in the background when it read 4.8GBs running alongisde with the game. I know the nvidia graphics driver is multithreaded, so its reasonable to think at least some of the information being stored isnt exclusive to the 32bit address space.
My ram consumption is high because I need to restart windows 10 probably. Having 64GBs of memory means even memory leaks if not too aggressive are absolutely fine. Worst one ive ever seen is modding Half Life 2. Could bluescreen a machine in mere minutes.
About 3.5GBs was kind of what my expectation would be for what can be used if we are limited to 4GBs total for the address space also factoring in the game needs its own memory to actually work, and it cant be all for textures. Im not entirely sure how all that really works. I do know however that not having to store normal maps as textures is wildly more efficient if you are on that x86 budget. So we are trading up computation for more fidelity within that little 4GB maximum space thanks to raytracing.