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{"id":3123501,"date":"2020-11-02T16:49:00","date_gmt":"2020-11-02T15:49:00","guid":{"rendered":"https:\/\/4players.fdpub.de\/allgemein\/watch_dogs_legion-normale_reflexionen_vs_raytracing-reflexionen_details_und_videos\/3123501"},"modified":"2024-05-13T10:01:01","modified_gmt":"2024-05-13T08:01:01","slug":"watch_dogs_legion-normale_reflexionen_vs_raytracing-reflexionen_details_und_videos","status":"publish","type":"post","link":"https:\/\/4players.fdpub.de\/news\/watch_dogs_legion-normale_reflexionen_vs_raytracing-reflexionen_details_und_videos\/3123501","title":{"rendered":"Watch Dogs: Legion – Normale Reflexionen vs. Raytracing-Reflexionen: Details und Videos"},"content":{"rendered":"

Die PC-Umsetzung von Watch Dogs: Legion<\/a> bietet mit Raytracing-Reflexionen eine Besonderheit, die es bisher nur auf dem PC gibt. Auch auf PlayStation 5 und Xbox Series X sollen die Reflexionen via Raytracing realisiert werden, wobei nicht klar ist, in welcher Aufl\u00f6sung, Qualit\u00e4t und H\u00e4ufigkeit.<\/p>\n

Obgleich die Raytracing-Reflexionen auf dem Papier ziemlich langweilig klingen und nur ein Raytracing-Feature sind (im Gegensatz zur globalen Beleuchtung oder Schatten-Darstellung), machen sie in dem Spiel von Ubisoft einen Unterschied, da eine leicht futuristische Gro\u00dfstadt den idealen Schauplatz f\u00fcr diese Grafik-Feature bildet. \u00dcberall im virtuellen London findet man Glasfassaden, transparente Objekte, metallische Oberfl\u00e4chen, gl\u00e4nzende T\u00fcrrahmen, haufenweise Pf\u00fctzen oder sonstige spiegelnde Elemente – selbst die Pl\u00e4ne der U-Bahn, die eigene Kleidung oder die blitzblank polierten Fahrzeuge reflektieren, was das Zeug h\u00e4lt, stellenweise mit noch dar\u00fcber gelegten animierten Texturen. Die Reflexionen verleihen der Spielwelt zus\u00e4tzliches Flair und helfen bei der Erzeugung einer Gro\u00dfstadt-Atmosph\u00e4re. Zusammen mit Control bietet Watch Dogs: Legion die bisher besten Reflexionen, wobei hier und da auch Fehler zu beobachten sind, wenn z.B. Reflexionen erzeugt werden, die so gar nicht m\u00f6glich w\u00e4ren. <\/p>\n

Im Vergleich zu den bisher g\u00e4ngigen Varianten, um Reflexionen darzustellen (wie z.B. SSR: Screen Space Reflections), fallen besonders zwei Ver\u00e4nderungen auf. Da w\u00e4ren zun\u00e4chst einmal die durch Raytracing erm\u00f6glichten Reflexionen von sich bewegenden Objekten wie Fahrzeugen oder Personen auf den Oberfl\u00e4chen – wenn auch nur bis zu einem bestimmten Abstand und in einer gewissen Aufl\u00f6sung je nach Grafik-Einstellung bei den Raytracing-Optionen. Werden die Raytracing-Reflexionen abgeschaltet, wird auf vorgefertigte Reflexionsmodelle zur\u00fcckgegriffen, die sich bewegende Objekte nicht ber\u00fccksichtigen oder stumpf und “flach” wirken. Die folgenden Beispiel-Videos zeigen Spielszenen mit und ohne Raytracing-Reflexionen. In der Regel ist zuerst die Raytracing-Version zu sehen, danach die “normale Version”. Die Qualit\u00e4t der Raytracing-Reflexionen stand auf “Ultra”. Die Qualit\u00e4t der normalen Reflexionen ebenso.<\/p>\n

Zwei Beispiele: Die sich bewegende Spielfigur spiegelt sich auf einem Fahrzeug und auf einer Glasfassage nur mit Raytracing-Reflexionen.<\/p>\n

Es folgen zwei Beispiele f\u00fcr Raytracing-Reflexionen auf unterschiedlichen Materialien im Vergleich zur Nicht-Raytracing-Version.<\/p>\n

Die zweite Aspekt ist, dass Szenen im Spiel zu sehen sind, die nicht im aktuellen Sichtfeld des Spielers geschehen, z.B. wenn hinter der Spielfigur ein Fahrzeug \u00fcber die Stra\u00dfe f\u00e4hrt oder ein Passant entlang spaziert. Folgende Videos zeigen dieses Ph\u00e4nomen anhand der Reflexion von Werbung in einer Pf\u00fctze auf dem Boden. Wird Raytracing abgeschaltet, sind die Reflexion der Werbung nur <\/strong>zusehen, wenn diese sich auch im Sichtfeld des Spielers befinden. Ist die Werbung nicht mehr im Sichtfeld, wird sie nicht in der Pf\u00fctze reflektiert.<\/p>\n

Aktiviert man die Raytracing-Reflexionen, die eine entsprechende Grafikkarten-Hardware voraussetzen (aktuell Nvidia-RTX-Reihe), wird die fps-Performance um mehr als ein Drittel reduziert – was bei dem sonstigen Hardware-Hunger von Watch Dogs: Legion schon recht happig ist, vor allem da die CPU-Last des Spiels \u00fcberraschend hoch ist. DLSS, die KI-gest\u00fctzte Upscaling-Technologie von Nvidia, hilft zwar die Performance wieder in bessere Bereiche zu hieven, k\u00e4mpft aber ab und an mit der Oberfl\u00e4chenstruktur von Wasser und den Wolken, daf\u00fcr werden viele andere Objekte in der Entfernung ordentlich nachgesch\u00e4rft und offenbaren mit DLSS kurioserweise mehr Details als in der nativen Aufl\u00f6sung.<\/p>\n

Es gibt zwar einen integrierten Benchmark, der am Ende sogar praktische Vorschl\u00e4ge macht, welche Grafikoptionen die gr\u00f6\u00dften Auswirkungen auf die CPU- oder die GPU-Last haben, aber diesen Ergebnissen sollte man aber nur bedingt vertrauen, da die Benchmark-Szene nur einen kleinen Teil des Spiels simuliert, der wenig mit dem Geschehen in der offenen Welt zu tun hat und deswegen kaum repr\u00e4sentativ f\u00fcr das Gesamtspiel ist. Der Hardware-Hunger der zugrundeliegenden Disrupt-Engine ist an manchen, sehr belebten und detailliert nachgebildeten Bereichen in der Spielwelt zwar durchaus nachzuvollziehen, f\u00e4llt aber f\u00fcr die sonstige Kulisse eindeutig zu hoch aus, vor allem wenn die Raytracing-Reflexionen ausgeschaltet sind. Die Optimierung f\u00fcr den PC h\u00e4tte besser ausfallen k\u00f6nnen und m\u00fcssen.<\/p>\n","protected":false},"excerpt":{"rendered":"

Normale Reflexionen vs. Raytracing-Reflexionen: Details und Videos<\/p>\n","protected":false},"author":549,"featured_media":3003915,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_acf_changed":false,"_yoast_wpseo_title":"Watch Dogs: Legion: Normale Reflexionen vs. Raytracing-Reflexionen: Details und Videos","_yoast_wpseo_metadesc":"Die PC-Umsetzung von Watch Dogs: Legion bietet mit Raytracing-Reflexionen eine Besonderheit, die es bisher nur auf dem PC gibt. 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