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{"id":3088921,"date":"2021-05-05T17:00:00","date_gmt":"2021-05-05T15:00:00","guid":{"rendered":"https:\/\/4players.fdpub.de\/allgemein\/resident_evil_village-licht_und_schatten_welchen_unterschied_macht_raytracing\/3088921"},"modified":"2024-05-04T00:16:17","modified_gmt":"2024-05-03T22:16:17","slug":"resident_evil_village-licht_und_schatten_welchen_unterschied_macht_raytracing","status":"publish","type":"post","link":"https:\/\/4players.fdpub.de\/news\/resident_evil_village-licht_und_schatten_welchen_unterschied_macht_raytracing\/3088921","title":{"rendered":"Resident Evil Village: Welchen Unterschied macht das Raytracing?"},"content":{"rendered":"

Resident Evil Village<\/a> unterst\u00fctzt Raytracing via DirectX 12 (DXR) – auf Grafikkarten von AMD (ab 6000er-Reihe) und Nvidia (komplexe Effekte: RTX-Reihe; Basis-Effekte: ab GTX 1060). Raytracing wird f\u00fcr globale Beleuchtung, Reflexionen und Umgebungsverdeckung verwendet. Der Einfluss auf die Performance ist stark sp\u00fcrbar und erfordert High-End-Hardware. Der Performance-Turbo DLSS von Nvidia wird nicht unterst\u00fctzt. Die von AMD angek\u00fcndigte Super-Resolution-L\u00f6sung ist noch in Entwicklung. <\/p>\n

Ob man Resident Evil Village mit oder ohne Raytracing nutzt, spielt auf dem ersten Blick kaum eine Rolle, denn selbst die normale “Rasterisierung” sieht mit maximalen Details ziemlich stark aus, wenn man von einigen unerwarteten Texturschw\u00e4chen und aufploppenden Objekten absieht. Manche Schatten, egal ob mit oder ohne Raytracing, weisen hingegen Punktfehler oder Punktrauschen (Dithering) auf.<\/p>\n

Gro\u00dfe Unterschiede zwischen Rasterisierung und Raytracing sind kaum erkennbar – im Gegensatz zu Cyberpunk 2077<\/a>, Control<\/a>, Watch Dogs: Legion<\/a>, Minecraft RTX<\/a> oder Marvel’s Spider-Man: Miles Morales<\/a>. Viele Szenen sehen beinahe identisch oder sehr \u00e4hnlich aus. Erst im direkten Vergleich, also wenn man zwei Passagen gegen\u00fcbergestellt, sind mit Raytracing realistischere Schatten auf Objekten und bessere Reflexionen zu erkennen. Im Vergleich zu anderen Spielen, die auf Raytracing setzen, wirkt die Darstellung mit der “Strahlenverfolgung” diesmal nicht per se dunkler. Vielmehr sind alle Schatten je nach Lichtquelle wesentlich weicher abgestimmt und auf vielen Objekte gibt es zus\u00e4tzliche Schatten im Bereich der Umgebungsverdeckung, die in der normalen Rasterisierungsversion fehlen – oder bei genauerer Betrachtung falsch wirken, weil da gar keine Lichtquelle ist, die f\u00fcr den Schatten verantwortlich sein k\u00f6nnte. Reflexionen auf Objekten kommen erst mit Raytracing richtig zur Geltung, obgleich sie relativ sparsam eingesetzt. Im Endeffekt muss ich aber zugeben, dass ich etwas mehr von den Raytracing-Effekten in Resident Evil Village erwartet hatte, da die Beleuchtung f\u00fcr Horror-Szenarien schon immens wichtig zur Stimmungsbildung ist.<\/p>\n

Worauf ist bei den Screenshots besonders zu achten? Haupts\u00e4chlich die St\u00e4rke der Schatten und die Platzierung der Schatten auf Objekten in Relation zu den lokalen Lichtquellen. Raytracing-Reflexionen werden nur selten realisiert, z.B. auf dem Esstisch im Haus oder am T\u00fcrrahmen im Schloss. <\/p>\n

Grafikvergleich: Raytracing AN <\/strong>im Haus und im Dorf <\/p>\n

Bei der Optimierung der PC-Version hat Capcom vorrangig mit AMD zusammengearbeitet. Das Spiel unterst\u00fctzt AMD FreeSync Premium Pro (inkl. HDR und Low-Framerate-Kompensation) und einige FidelityFX-Funktionen. Hierzu geh\u00f6rt “Contrast Adaptive Sharpening” (CAS) als hardwareunabh\u00e4ngige Technik zur Verbesserung der Detailgenauigkeit in kontrastarmen Bereichen, wodurch die Bildsch\u00e4rfe im Nachhinein gesteigert wird – auch nach Post-Processing-Effekten oder TAA (Temporal Anti-Aliasing). AMD FidelityFX CACAO und AMD FidelityFX SPD, die f\u00fcr RDNA-optimiert (ab Juli 2019 mit der Radeon-5000er-Reihe) wurden, werden ebenfalls genutzt. CACAO geh\u00f6rt zum Bereich Umgebungsverdeckung (Ambient Occlusion) und hilft dabei, die Objekte in der Umgebung realistischer zu beleuchten und Schatten auf Objekten zu erzeugen. FidelityFX SPD nutzt asynchrone Berechnungen, um das Texture Mapping f\u00fcr eine effizientere Nachbearbeitung und Effekte wie Bloom (\u00dcberstrahlung \u00e0 la HDR) und Screen Space Reflections (Nicht-Raytracing-Reflexionen) zu beschleunigen. Variable Rate Shading wird als Option angeboten und spart Rechenleistung, da bestimmte Bereiche des Bildes nicht die volle Shading-Pr\u00e4zision ben\u00f6tigen, da die Spieler niemals alles gleichzeitig auf dem Bildschirm fokussiert betrachten k\u00f6nnen.<\/p>\n

Diejenigen, die auf Nummer sicher gehen wollen, ob ihr System stark genug f\u00fcr Resident Evil Village ist, k\u00f6nnen noch die bis zum 10. Mai 2021 um 2:00 Uhr zur Verf\u00fcgung stehende “Gameplay Demo” auf Steam<\/a> runterladen und sich selbst einen Eindruck von der PC-Umsetzung und den Hardware-Anforderungen machen. Aktuelle Grafikkarten-Treiber f\u00fcr Resident Evil Village gibt es hier: AMD<\/a> und Nvidia<\/a>.<\/p>\n","protected":false},"excerpt":{"rendered":"

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