Control RTX/Raytracing PC Analysis

1080p Performance - DLSS and Raytracing

Control RTX PC Analysis

1080p Performance - DLSS and Raytracing

Let's get the game's standard (non-raytracing) performance out of the way. Yes, Nvidia's RTX 2060 can achieve 1080p 60FPS at Control's High Preset. Control is a demanding game as-is, so adding raytracing into the mix will only make the game more challenging to run. 

Adding raytracing to the mix at high will then bring the Nvidia RTX 2080 Ti to under 60FPS in our chosen test scene. Our test scene is designed to simulate some of the more demanding workloads that the game offers, while also offering repeatability. Beyond that, the RTX 2060 also dips below 30FPS at 1080p. Sadly, raytracing isn't an easy feature to run, but thankfully, DLSS can be used to help claw back some game performance.  
  
In the tests below, we decided not to add data for 1080p with DLSS (560p) activated, as this marked a step too far when it comes to image quality. As great as raytracing can look in Control, upscaling from 560p is too large of a compromise, even if it improves the game's visuals elsewhere. 

Control RTX PC Analysis  

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Most Recent Comments

29-08-2019, 09:56:46

tgrech
Attempting to do anything remotely resembling accurate full-world reflections without RT would have a signifiantly greater performance hit than RT implementations even on todays DXR hardware. The difference is that with RT most lighting effects are both easier to implement and inherently accurate. For instance almost all modern efficient implementations of traditional reflections rely on pre-baked cube maps, which are only useful for static worlds, and don't capture anything that's moving, animated or dynamic, which of course includes player models, other lighting effects and particles. In order to simulate reflections of moving objects you basically have to render the scene twice, so this is often done super selectively, with all sorts of other tricks thrown in to try and law back performance(The simplest being rendering "PIP-style" reflections at a fraction of the resolutions and then scaling and blurring them, which you can get away with for dirty surfaces).Quote
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