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I also tested used an EVGA RTX 2060 KO - one of the cheapest versions of the entry-level RTX card - and found that the game ran at circa 40fps with the standard RTX mode with all three features enabled at 1080p resolution - and I have the sneaking suspicion that VRAM is over-committed too, leading to obvious stutter. The cost of this feature is significant - anything from 30 per cent in general gameplay to 70 per cent if you occupy the entire viewpoint with a reflected surface. The notion of selectable RT features makes even more sense when looking at Ghostrunner's ray traced reflections, which do substantially alter and improve the aesthetic of the game - as you would expect with visuals so heavily inspired by Blade Runner. In fact, you can see for yourself by using the UUU and turning off the features in the console. RT adds quality but doesn't massively improve the quality of the presentation - so there's an argument here that per-effect toggles could add immensely to scalability without a big hit to performance. The game's environments have mostly static lighting, with many of the shadows and much of the ambient occlusion 'baked' into the environments. Ambient occlusion sits on top of the game's SSAO and has a flatter cost - between 28 to 34 percent.Īnd here's where the first potential optimisation for Ghostrunner's RT implementation could kick in. It's often a 'light' RT feature but here it can still have an impact of between 39 to 63 per cent to performance. For example, RT shadows adds shade to smaller objects, increases shadow resolution significantly and adds contact hardening (the closer to the object, the more defined the shadow - the further away, the more diffuse). The Universal Unreal Engine 4 Unlocker is a fascinating tool that opens up the command console within UE4 titles, and from there we're able to individual enable RT components, adjust their parameters and measure performance. I can say this with some degree of confidence having taken a more detailed looked under the hood.
#GHOSTRUNNER PC PC#
Watch on YouTube A detailed video breakdown of Ghostrunner's PC demo - and its ray tracing features. Suffice to say that the performance cost is high: in our tests, frame-rates are generally reduced by 64 per cent, but it the RT features are experimental and there are numerous routes forward for the developer to improve matters. Turning on the RTX features enables three features: ray traced shadows, ambient occlusion and reflections. This is the second public release of Unreal Engine 4 RT content we're aware of (the first being Deliver Us The Moon from Keoken Interactive and Wired Productions) and it's flagged as being experimental in nature. Death is an ever-present companion in Ghostrunner but with one button press you're instantly back in the action with no loading.īut it's the real-time hardware accelerated ray tracing features I was really interested in checking out.
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It's also a game that encourages experimentation through the use of a rapid restart mechanic. In terms of play, what sets Ghostrunner apart from Mirror's Edge is that the mechanics are set up to incorporate kills into your speed run, as opposed to breaking the flow and slowing you down. It's fast, it's brutal, it's relentless - and it's fun. You'll also learn focus: a Matrix-inspired bullet time mechanic that allows you to dodge incoming fire before unleashing katana justice on anyone who crosses your path. You'll learn to run, jump, wall-run, boost and to laser-lasso to grapple points. The Ghostrunner demo itself is essentially an extended tutorial that guides you through the play mechanics before settings you loose on some 'content'. First impressions? It's very promising, but also in its early days, with lots of tuning and optimisation required. It's all night time, glass, metal and rain - the perfect scenario to get the most out of hardware accelerated ray tracing - and the perfect setting to look into the RT features delivered by the Epic middleware. Ray traced cyberpunk ninjas - four words that sum up Ghostrunner, a new Unreal Engine 4-powered speed running assassination game that melds the kind of 3D traversal we saw in Mirror's Edge with an aesthetic heavily inspired by Blade Runner.
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