Summary of "Wait, AMD just Fixed Ray Tracing??"
What this video covers
- Big picture: Ray tracing is a true light‑simulation technique that’s very demanding; denoisers and upscalers are used to make it playable. Nvidia has led this space since introducing it (Turing / 20‑series); AMD has been behind but has just shipped a competing solution.
- Primary testbed: Call of Duty Black Ops 7 (only uses ray‑traced reflections). The creator ran visual comparisons, built‑in benchmarks and frame‑time / FPS measurements across different upscalers and denoisers.
Technologies compared
- Nvidia
- DLSS + “ray reconstruction” (AI‑assisted denoising/ray reconstruction integrated with DLSS upscaling).
- Available in a growing list of titles (examples mentioned: Cyberpunk, Alan Wake 2, Indiana Jones, Doom: The Dark Ages, Hogwarts Legacy).
- AMD
- FSR Ray Regeneration (aka “ray regen”) and the broader FSR Redstone feature set (includes radiance caching).
- AMD’s design is more open/decoupled — ray regen can be used with any upscaler (FSR4, FSR3, Intel XeSS, TAA upscalers).
- Built‑in game denoisers
- Game‑specific denoisers (the default Black Ops 7 denoiser used as a baseline).
- Upscalers tested
- FSR 4 (best AMD option), FSR 3 (lower quality), DLSS (DLSS 3/4 referenced), and native (no upscaling / DLAA where applicable).
Key observations — visual quality
- DLSS ray reconstruction
- Generally produced sharper, more stable reflections and fewer artifacts (less “light‑leak” behavior).
- Resolved more detail in many scenes.
- FSR Ray Regeneration
- Often responded faster to fast camera motion and flashing lights (less temporal smoothing), making transient reflections look better in motion‑heavy scenes.
- Sometimes produced light‑leak artifacts, smear/splotchy denoising and instability compared to DLSS reconstruction.
- In static scenes the game’s native denoiser sometimes resolved more fine static detail than ray regen.
- Overall
- AMD’s ray regen is a meaningful competitor and can be preferable in motion‑heavy spots, but DLSS ray reconstruction is usually superior in detail and stability in the tested scenes.
Key observations — performance
- Ray tracing cost
- Raw ray tracing (even just reflections in Black Ops 7) causes very large performance drops vs non‑RT. The reviewer measured up to ~75% frame‑rate loss on a high‑end GPU in this game when enabling ray tracing without aggressive upscaling.
- Relative GPU performance (summary of reviewer findings; transcript captions may be noisy)
- The AMD card in these Black Ops tests was often ~25–27% faster than the Nvidia card across native and upscaled runs (average FPS and 1% lows), both with and without RT enabled.
- Enabling DLSS ray reconstruction (on the Nvidia card) produced a small perf hit (quoted ~4% avg, ~2% 1% lows in one case).
- Enabling AMD ray regen (with FSR4) had a larger perf cost in tests (quoted ~7% avg and ~7% 1% lows in one case); excluding native‑only cases this impact could be closer to ~5% avg.
- Upscaling and frame generation
- When combined with aggressive upscaling (e.g., 720p→4K or 720p→1440p) and frame generation, lower‑cost GPUs can reach playable frame rates with RT enabled, but at significant visual compromises.
- Reviewer conclusion on performance
- AI denoisers/reconstructors are generally worth the cost for image improvements, but ray tracing itself remains very expensive and often not worth the hit — particularly in poorly optimized titles.
Practical notes, constraints and ecosystem issues
- Black Ops 7 is poorly optimized in these tests — results may be worse than in other titles. The reviewer suspects developers didn’t target RT for multiplayer competitive players.
- Availability
- FSR Ray Regeneration is very new and, at the time of the video, only verified in one title (Black Ops 7).
- DLSS ray reconstruction is available in more titles but still limited.
- Hardware support
- Nvidia’s approach benefits from a wider installed base (Tensor cores present since the 20‑series).
- AMD’s ray regen currently requires newer AMD hardware, limiting immediate user reach.
- Integration model differences
- DLSS reconstruction combines upscaling and denoising in the pipeline for efficiency.
- AMD’s decoupled ray regen can be combined with any upscaler but may lose some efficiency for that reason (possible explanation for higher perf cost).
- Future possibilities
- FSR Redstone (and radiance caching) might improve efficiency later, but the reviewer criticized AMD’s naming/branding and noted uncertainty about developer adoption.
- Anomalies
- The reviewer flagged possible anomalies raised by others (Hardware Unboxed / Tim) about rendering differences in COD tests; Tim concluded AMD wasn’t cheating.
Tests and methodology
- Visual side‑by‑side comparisons: native denoiser vs AMD FSR Ray Regeneration vs Nvidia DLSS Ray Reconstruction across camera motions and benchmark sequences in COD Black Ops 7.
- Built‑in game benchmark passes (pool / kitchen / nuke sequence) for visual and performance comparison.
- Resolution / upscaling permutations: native, FSR4 quality/performance modes, aggressive upscaling (720p→1440p / 720p→4K).
- Measurements: average FPS and 1% lows reported for multiple GPUs with and without ray tracing and with/without the AI denoisers.
Conclusions & takeaways
- AMD has narrowed the gap and shipped a competitive ray‑tracing denoiser in FSR Ray Regeneration, but it’s not consistently better than Nvidia’s DLSS ray reconstruction.
- Strengths and weaknesses are scene‑dependent: AMD can be better in rapid motion responsiveness; Nvidia is often better in detail and stability.
- Ray tracing remains very performance‑expensive; in many cases the cost outweighs the benefit unless you rely on heavy upscaling and frame generation.
- Ecosystem and hardware support still favor Nvidia (wider backward compatibility of DLSS ray reconstruction); AMD’s solution will have limited immediate reach until more titles support it and more users have compatible GPUs.
Main speakers / sources referenced
- Video creator / on‑camera reviewer (narrator).
- AMD — FSR Ray Regeneration, FSR Redstone, radiance caching (company demos/claims referenced).
- Nvidia — DLSS and DLSS Ray Reconstruction (and DLSS 3/4 discussion).
- Hardware Unboxed (Tim) — cited regarding possible rendering anomalies/benchmark questions.
- Games referenced (test or context): Call of Duty Black Ops 7 (main test), Indiana Jones, Arc Raiders, Assassin’s Creed Shadows, Unreal Engine titles (e.g., games using Lumen), Expedition 33, Cyberpunk, Alan Wake 2, Doom: The Dark Ages, Hogwarts Legacy.
Notes on transcript / raw FPS data
- Per‑model numbers in the transcript are noisy — auto‑captions may have mislabeled GPUs.
- The transcript contains per‑GPU FPS and percentage numbers that can be extracted and tabulated; however, treat model labels and some quoted figures with caution due to potential caption inaccuracies.
Category
Technology
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