Deus Ex Mankind Divided feature

Ray Tracing in Monster Hunter World, Deus Ex Mankind Divided, Watch_Dogs 2, Call of Duty Ghosts & more

YouTube’s members Benchmark PC Tech, Jose cangrejo, WillTalksTech, Zetman and MissinInAction have published some videos, showing Monster Hunter World, Black Mesa Xen, Watch_Dogs 2, Call of Duty Ghosts, Need For Speed Hot Pursuit, The Sinking City, Remember Me, Deus Ex Mankind Divided and Dishonored 2 with the ray tracing/path tracing effects that Pascal Gilcher’s Reshade mod introduces.

As you will immediately notice, there are light bouncing effects in pretty much all of the aforementioned games, as well as better ambient occlusion effects. Of course these ray tracing effects come with a big performance hit so it’s questionable for some whether these effects justify the performance hit. On the other hand, this is an optional way via which you can further improve the visuals of older games.

Black Mesa: Xena, Watch_Dogs 2, Monster Hunter World, Dishonored 2 and Call of Duty: Ghosts greatly benefit from the Reshade Ray Tracing effects, and we highly recommend using it if your GPU is powerful enough to handle them.

Need For Speed: Hot Pursuit also looks awesome, however WillTalksTech used other Reshade effects alongside the Ray Tracing effects (and he did not provide any before/after comparison scenes). As for Deus Ex: Mankind Divided, I’m a bit puzzled at the moment as the game appears too dark for my taste with these ray tracing effects.

Last but not least, it’s really interesting witnessing The Sinking City with this Reshade Ray Tracing mod. The Sinking City uses Unreal Engine 4 and was recently released, so it’s kind of cool watching a new brand new game with this Reshade. Not only that, but there are some noticeable visual improvements with it.

Enjoy!

🎮 Monster Hunter Ray Tracing ON – RTX ON with Marty McFly's RT Shader

Black Mesa: Xen - Ray Tracing (ReShade)

Watch Dogs 2 Ray Tracing Global Illumination(Reshade) - GTX 1060 6Gb

Call of Duty Ghosts Screen Space Ray Tracing 1440p + GTX 1070ti part2

Deus Ex : Mankind Divided Ray tracing Reshade

Dishonored 2 Ray Tracing Reshade (A quick demonstration)

Remember Me Raytracing(Marty McFly's RT shader)

The Sinking City Raytracing (Marty McFly's RT shader)

24 thoughts on “Ray Tracing in Monster Hunter World, Deus Ex Mankind Divided, Watch_Dogs 2, Call of Duty Ghosts & more”

  1. Not necessarily an improvement and in some cases it looks worse with RT on. You lose a lot of image detail because of how dark it gets with RT.

    1. If it was on PS4 you’ll be masturbat*ng on those videos and eating your j*zz HAHA, peasantry at it best

        1. No matter how powerful your PC is, when you’re an ignorant peasant, you’re an ignorant peasant.

          1. I have an Intel HD 3000, and you’re still a peasant, a GTX 2080 Ti doesn’t get you rid of the peasant smell

    2. If it was on PS4 you’ll be masturbat*ng on those videos and eating your j*zz HAHA, peasantry at it best

    3. Everything can be customized. The intensity of the re-reflected light and AO.
      And even in the shader you can turn on the secondary bounce of the beam.

  2. I really don’t understand why people do those silly comparison. Every game already used raytracing since 2004 (Unreal Engine 3)

    How? Every single game engine in last 10 years used raytracing to compute light maps which was later merged into textures. This is main reason why games in last 15 years are so static – all lights are computed during game development and all information about lighting is backed in into textures. Game environment cant change because of that

    Raytracing can’t improve quality of graphics. But because all light information is computed in every single frame then whole environment can be dynamic like in old games. There are no light maps backed in textures. Whole world can change in any time.

    If someone want read more about that – go to GamerNexus, They have great video about that

      1. I think he made his point pretty clear. Ray-tracing in baked lighting games obviously only applies to static objects. But there are light probes which make it possible to also apply the baked ray-traced lighting to dynamic objects. The only problem with this approach is that there is of course no bounce lighting off of dynamic objects, only onto them. So as your shiny car drives over the bright road the car is lit up brightly, but no light bounces from the car onto a nearby wall or pedestrian. Also the sun can’t move or your pre-calculations just got a whole lot more complex and the information you’d have to bake in got way bigger.

  3. Honest question. What kind settings are they using? I have a 2080ti oc to 2050 and could not get Quake RTX to run past 1440p60fps. Last time I ran I Duex EX Mankind, my 1080ti could not do full settings at 4k60fps. So I assume even with a 2080ti, they may be playing Dues Ex mankind in 4k, but it looks like a lot of the settings are put to low. Kinda defeats the purpose. The youtube video is in 4k. But looking at it, the native res is no way 4k, or they have texture and detail cranked way down.

    Still very cool. Not dissmising this stuff. I think its great. Just disappointed its such a resource hog.

    1. you are correct, mkd dips to 20s and sometimes even lower on 4k with default rt settings, also i have to reinstall the game again to tell you exactly what’s cranked down, many settings like anti aliasing, anisotropic filtering or even sometimes hud settings interfere with depth buffer which makes the ray tracing stop working.
      personally, i’m not comfortable allowing my gpu temps going over 60 degrees so i always lock it at 60 degrees on msi afterburner but if you don’t care or just want to experiment with the mod then go for it otherwise i don’t recommend using the mod to those who play an entire game with reshade on. it pushes my gpu to 100 percent usage all the time and it bothers me.
      oh and the resolution is 1440p rendered in 4k to prevent youtube from compressing it further.

  4. COD Ghosts now looks even more like Crysis 2, except at a quarter of the framerate. In Dishonored 2 it seems to reinforce the lighting that’s already there, a little nicer indoors but mostly pointless outdoors. In DXMD the game becomes too dark, no real benefit.

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