Resident Evil Village GPU Benchmark + Ray Tracing Analysis



Today we’re checking out Resident Evil Village, which releases this Friday May 7th. Dominic benchmarks over 25 GPUs at 1080p, 1440p and 4K to find out what sort of hardware you need to run this game at max settings, while we also take a look at the game’s ray tracing options. Be sure to read more here: https://bit.ly/3eWzwMi

00:00 start
00:15 introduction
01:02 graphics settings and FidelityFX CACAO
02:03 test setup and our benchmark scene
02:59 1080p benchmarks
05:49 1440p benchmarks
07:51 4K benchmarks
09:12 preset scaling
10:05 ray tracing – visual comparison
11:05 ray tracing benchmarks
12:59 final thoughts

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18 thoughts on “Resident Evil Village GPU Benchmark + Ray Tracing Analysis”

  1. The demo with a 1080ti had severe drop issues in the castle when the vampire or whatever she is, gets close with the swarm. When I say, severe, I mean 30fps and below for a few seconds until she gets far. I assume it's a non-issue with the final code?

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  2. From the samples given this is exactly how I prefer ray tracing. Subtle but noticeable if you look closer. Compared to the often gaudy implementation in several other games where they seem to have plastered the scenes with unnaturally glossy or reflective objects just to show of the effects.

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  3. Whilst it's good to have the stats, not surprising given the collaboration that AMD GPUs are good with this game.
    Also not surprising it doesn't make much difference having ray tracing on, given AMD is currently behind in that area.

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  4. Very poor RT implementation in this game. Did they gimp the implementation for the new gen consoles? Passing on this game and going to get Metro Exodus Enhanced Edition. Metro has proper RT implementation, on par w/ CP 2077.

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  5. village is probably the worst example of ray tracing Ive ever seen, you can tell AMD had their fingers dipped in this game cant you, they no doubt requested the devs turn it down, turn it all down lol from what i played of the demo the visuals are pretty crap, RT being non existent, the geometry and textures lack finer detail, all turns to soup up close and there is a shit ton of aliasing, the first room you spawn in when doing the castle run is full of gold decoration that just shimmers horribly, its pretty gross looking actually, super let down.

    if this is what AMD has to showcase its ray tracing capabilities then no thanks, they didn't need their DLSS alternative any more than they do now, with that they might dare to stretch their legs a bit with RT and actually do something with it.

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  6. But surely, the ultimate aim of games (rather than just higher FPS) is that you can do ANYTHING, even things which the games programmers did not anticipate, and the software should be able to cope with it by following rules that reflect reality. Like in the film the matrix, where reality is just a series of rules, and the hardware, by following those rules, can deal with ANYTHING! So RTX is the next step to having basic "reality rules" where the user has a higher degree of freedom, a step closer to a true virtual reality. Game bugs are mostly when the user does something that the programmers did no pre-anticipate, like they walk "into" a solid object and get stuck – if you switch to solid objects using object oriented design, so the solid objects "inherited" the property "solid", and solid object can not pass through each other (although that could have degrees of solidness for hyper realness), then even if that in game object was not coded in detail, simply having that property it will behave like a real world object. So move away from "faking it" with smoke and mirrors, as that coding will ALWAYS have flaws, and move to a real physical world, subject to physics, to evolve to the next step.

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  7. Unless you double checked that the CPU was pinned to the revlimiter with RT I'd like to propose another possible solution to the RT vs resolution scaling: The same number of rays may be cast at all resolutions.

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