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{"id":3125584,"date":"2020-01-06T17:30:00","date_gmt":"2020-01-06T16:30:00","guid":{"rendered":"https:\/\/4players.fdpub.de\/allgemein\/nvidia-raytracing-update_fuer_wolfenstein_youngblood_und_die_allgemeine_zusammenarbeit_mit_spiele-entwicklern\/3125584"},"modified":"2024-05-13T12:03:20","modified_gmt":"2024-05-13T10:03:20","slug":"nvidia-raytracing-update_fuer_wolfenstein_youngblood_und_die_allgemeine_zusammenarbeit_mit_spiele-entwicklern","status":"publish","type":"post","link":"https:\/\/4players.fdpub.de\/news\/nvidia-raytracing-update_fuer_wolfenstein_youngblood_und_die_allgemeine_zusammenarbeit_mit_spiele-entwicklern\/3125584","title":{"rendered":"Raytracing-Update f\u00fcr Wolfenstein: Youngblood und die allgemeine Zusammenarbeit mit Spiele-Entwicklern"},"content":{"rendered":"

Aktualisierung vom 09. Januar 2020, 15:35 Uhr:<\/strong><\/p>

Das versprochene Raytracing-Update f\u00fcr Wolfenstein: Youngblood<\/a> ist mittlerweile verf\u00fcgbar. Die Raytracing-Reflexionen k\u00f6nnen in den “Erweiterten Grafik-Einstellungen” aktiviert werden. DLSS und Nvidia-Highlights werden ebenfalls unterst\u00fctzt. Eine Benchmark-Funktion mit\/ohne RTX ist auch vorhanden.

Urspr\u00fcngliche Meldung vom 06. Januar 2020, 17:30 Uhr:<\/strong><\/p>

Im Laufe dieser Woche, in der die Consumer Electronics Show in Las Vegas stattfindet, wird der Patch mit Raytracing-Unterst\u00fctzung f\u00fcr
Wolfenstein: Youngblood<\/a> erscheinen. In dem Shooter werden dann die Reflexionen mit Raytracing realisiert. Auch DLSS (Deep Learning Supersampling; “intelligente Hochskalierung” durch KI) und Nvidia Highlights werden unterst\u00fctzt. In dem Zusammenhang erw\u00e4hnte Nvidia noch, dass immer mehr Hersteller die Raytracing-Unterst\u00fctzung f\u00fcr sich entdecken und in ihre Spiele einbauen w\u00fcrden.



In einem Interview fragte ich Phil Scott (Director of EMEA Developer Relations bei Nvidia) vor Weihnachten 2019, weshalb die Implementierung der Raytracing-Features so lange dauern w\u00fcrde, schlie\u00dflich h\u00e4tten sie dieses Features bei Wolfenstein: Youngblood schon vor der Ver\u00f6ffentlichung (25. Juli 2019) des Titels angek\u00fcndigt – und bei vielen RTX-Grafikkarten lag der Titel als Vollversion bei, ohne dass die Unterst\u00fctzung gegeben war.

Phil Scott holte weit aus und erkl\u00e4rte, dass sie die Entwickler nicht dr\u00e4ngen w\u00fcrden, die Implementierung m\u00f6glichst schnell zu realisieren, schlie\u00dflich m\u00fcssten sie – wie in diesem Fall – ihre eigene Engine erstmalig modifizieren, um die Unterst\u00fctzung zu gew\u00e4hrleisten. Sie von Nvidia w\u00fcrden personelle Unterst\u00fctzung f\u00fcr die entsprechenden Teams bereitstellen, aber die Fertigstellung des eigentlichen Spiels h\u00e4tte allemal Vorrang. Zumal die RTX-Unterst\u00fctzung auch nicht \u00fcberst\u00fcrzt eingebaut sollte, damit genug Optimierungsraum f\u00fcr die Bildwiederholrate gegeben sei. In dem Zusammenhang erw\u00e4hnte er Battlefield 5, das als eines der ersten Spiele zun\u00e4chst mit starken Performance-Einbu\u00dfen bei RTX-Effekten litt, es aber mit zunehmenden Patches besser wurde – gleiches w\u00fcrde f\u00fcr DLSS im Spiel gelten. Die Implementierung von Raytracing sei Neuland f\u00fcr viele Entwickler und sie w\u00fcrden deswegen haupts\u00e4chlich Zeit brauchen, was aber auch an der verwendeten Spiel-Engine liegen w\u00fcrde. Mit der Unreal Engine w\u00fcrde die Umsetzung mittlerweile ziemlich “schnell” gehen – wie j\u00fcngst bei To The Moon, dort h\u00e4tte die Realisierung nur wenige Tage gedauert.

Auf die Frage, ob Nvidia potenzielle Entwickler mit interessanten Spielen proaktiv bez\u00fcglich des Raytracings ansprechen w\u00fcrden, oder es auch umgekehrt passieren w\u00fcrde (Entwickler melden sich bei Nvidia), meinte Scott, dass beide Szenarien vorkommen w\u00fcrden und keines \u00fcberwiegen w\u00fcrde. Er meinte, dass viele Leute generell untersch\u00e4tzen w\u00fcrden, wie gro\u00df der generelle Software-Aufwand f\u00fcr alle sei, auch f\u00fcr sie, schlie\u00dflich w\u00fcrde nahezu die H\u00e4lfte der Nvidia-Mitarbeiter in der Software-Entwicklung arbeiten w\u00fcrde. Mit der blo\u00dfen Hardware sei es nicht getan. Gute Beziehungen zwischen Hardware-Hersteller und den externen Spiele-Software-Entwicklern seien in diesem Bereich unumg\u00e4nglich. Sie w\u00fcrden teilweise schon Jahre vor der Ank\u00fcndigung eines Spiels in die Produktion involviert – stellenweise aber auch erst viel sp\u00e4ter und bei der Ank\u00fcndigung der RTX-Reihe im August 2018 hatten viele Entwickler zu wenig Zeit. Erst bei sp\u00e4teren Titeln wie Control oder Metro Exodus lief es \u00fcberzeugender.

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