YouTube’s ‘MxBenchmarkPC’ has shared a video, showcasing Resident Evil Village with native Path Tracing effects. As you will see, Path Tracing fixes most of the visual issues RE: Village had. This right here shows the benefits of Path Tracing. So, let’s take a closer look at it.
For those who don’t know, PC gamers can turn on Path Tracing in almost all the latest Resident Evil games that use the RE Engine. This is an experimental feature that Capcom added to the engine. Thanks to this, we can get a glimpse of what future games using the RE Engine might look like.
Now as I’ve already stated, the biggest issue here is that there is no denoiser for these Path Tracing effects. Thus, you’ll get a really noisy image when using it.
The good news here is that PC gamers have figured out how to enable DLSS in RE: Village. So, by using DLSS, you can get an acceptable performance, even at 4K on a high-end GPU. In the following video, we can see the NVIDIA GeForce RTX 4080 pushing 60fps at 4K with DLSS 3.7 Quality Mode.
Path Tracing can significantly improve the visuals in Resident Evil: Village. With Path Tracing, the outdoor environments no longer feel flat. That was one of my biggest gripes with this RE game. So, it’s pretty exciting to see what it can look like with Path Tracing.
However, this mod is not perfect. For instance, some objects are not being affected by the Path Tracing lighting in any way. That’s an issue that was also present in Dragon’s Dogma 2. You can easily notice this during the 4K gameplay sequence (at the end of it, some characters do not cast shadows).
It’s too bad that Capcom hasn’t added official support for Path Tracing on PC. And I get it. Consoles can’t handle it. However, there’s a lot of potential here for all the PC games using the RE Engine. Hell, even just a built-in denoiser would have been a godsend.
Anyway, those interested can follow this guide in order to enable these Path Tracing effects.
- Download the RE8 archive from this link.
- Extract the dinput8.dll file from the archive into the Resident Evil Village folder next to the main re8.exe file.
- (Optional but recommended) Download the UpscalerBasePlugin archive.
- Download the nvngx_dlss.dll file.
- Extract the PDPerfPlugin.dll file from the UpscalerBasePlugin archive and the nvngx_dlss.dll file into the Resident Evil Village folder next to the main re8.exe file.
- Launch the game, the REFramework window should appear, head to the Temporal Upscaler option and choose DLSS.
- After enabling DLSS, head to the graphics option in the REFramework window and enable Ray Tracing Tweaks. After that choose Pure Path Tracing.
- Play the game with DLSS 3.7 and Path Tracing.
Have fun and stay tuned for more!

John is the founder and Editor in Chief at DSOGaming. He is a PC gaming fan and highly supports the modding and indie communities. Before creating DSOGaming, John worked on numerous gaming websites. While he is a die-hard PC gamer, his gaming roots can be found on consoles. John loved – and still does – the 16-bit consoles, and considers SNES to be one of the best consoles. Still, the PC platform won him over consoles. That was mainly due to 3DFX and its iconic dedicated 3D accelerator graphics card, Voodoo 2. John has also written a higher degree thesis on the “The Evolution of PC graphics cards.”
Contact: Email
ded fps
How the FPS drop, definitely worth going for cough
The only way to tell the difference in this image, is that the Raytraced rendering runs at 1/3rd of the FPS of the Rasterized render. (the cast shadows are darker in the raytraced image, but that has nothing to do with raytracing and can be easily done in the rasterized image too).
Raytracing is useless in games, the FPS hit is never worth it. Raytracing was never designed for real-time rendering. Much higher image fidelity could be achieved by making that fire and smoke volumetric and by adding subsurface scattering to the skin of that hand, instead of wasting valuable GPU resources on raytracing that makes no difference.
If the reverse happened and Rasterisation came after Raytracing and promised 3 times the FPS without loss in visual quality, Rasterisation would be heralded as the next best thing since sliced bread. But GPU makers need to add useless features like raytracing that brings FPS to its knees to sell their junk.
https://uploads.disquscdn.com/images/e7a3e1e2a0313ee341e88a94cb05bffd3b2fa1e3595e6ee0fef32137ffc51983.png
Bro, what are those temps? are you cooking a chicken inside your PC?
low IQ bait.
Low IQ bait for low IQ people like you.
Do you wake up thinking "I'm gonna be a D-Bag today"?
Sure seems like it…
Why would it be my PC..it's obviously a screenshot from the video….drugs are bad mkay. (the temps are actually not -that- bad to begin with)
Pretty sure he's trolling.
How am I trolling?
I know not to feed the trolls.
Dont call that pencil d*ck freak a troll. That's insulting to trolls. He's a filthy inbreed racist trash scum
And how is he not trolling? He's getting exactly what a troll wants from you right now.
dagoat is in the Troll Mode by default ……
Are you a transexual person?
70C = 158F = food poisoning
Meats, especially chicken have to be cooked to a minimum of 165 F/ 74 C internal temperature in order to kill all the bacteria that causes food poisoning
Perhaps you eating not fully cooked meats is why you are such a cranky SOB most days ……
Just sayin' ……
You do not need to take everything literally on the internet. Try enabling accessibility feature on chrome next time.
Well for RE Engine games in particular, full path tracing was never intended for actual use during gameplay, so of course it's going to both look and perform sub-optimally.
With that said, I mostly agree with what you wrote. For most kinds of games, pre-baked lighting with existing rasterization lighting techniques are plenty good, especially if the art direction is very strong. While there has been some pretty good strides in GPU compute capabilities, we're still nowhere close to achieving decent path tracing visuals at good frame rates (at least not without upscaling and/or frame generation). I'd say we're still another decade away from it before mainstream hardware (i.e. budget GPUs and consoles) can do it comfortably.
Problem is prebaked lighting does not work well with dynamic lighting systems that simulate the sun's travel across the sky. It also does not work well with dynamic weather systems. It only works on static indoor lighting
The difference in the quality of the lighting is visible in every scene / location in this video. It's not a small difference (at least to me), so I'm surprised people cant see it (missing shadows direct and indirect shadows).
It's debatable whether PT is worth using in RE Village, as the game was clearly not made to use PT. Some locations now look too dim with PT, so the lighting artist would have to redo all the levels (add lights, etc.) to make the game look good. Without that work I would prefer to play this game without PT.
As for the performance impact of RT and PT, the game still runs at over 120fps (1440p DLSS Q) on the RTX4080, so I doubt RTX4080 owners would turn off PT just to make the game run faster when it already runs great with PT.
"Raytracing was never designed for real-time rendering. Much higher image fidelity could be achieved by making that fire and smoke volumetric and by adding subsurface scattering to the skin of that hand, instead of wasting valuable GPU resources on raytracing that makes no difference."
You have absolutely no idea what you're talking about. Lmao.
yeah it's like adding on some extra little shiny thing or toy to then charge a lot more, tricks are for kids, happymeal toy etc Same food just a lil extra for foos…
yeah it's like adding on some extra little shiny thing or toy to then charge a lot more, tricks are for kids, happymeal toy etc Same food just a lil extra for foos…
Ray Tracing is rasterized rendering. In fact ALL video is rasterized because all monitors are rasturized by default.
All rasterized means is it's a line by line scan and all monitors are line by line scanned or rasterized. Thus Ray Traced video is also rasterized since it is still scanned line by line
https://www.youtube.com/watch?v=NZjkUDNS5uc
I'm going to be that guy and ask was this just another feature AMD held back with sponsorship?
Looking forward to trying this.
I will always love using The RT and DLSS, DLAA, Reflex, etc. NVIDIA dominates.
For those who don't know, games have to made for RT to look it's best because trying to path trace baked in shadows and objects looks horrible sometimes because it's not natural looking to begin with. Coding matters too.
But none the less path tracing is the better looking technique when done correctly. There is an fps hit but doing it in real time is still amazing.
In what exactly. Nvidia makes PC gaming unaffordable. I see more and more people playing indies and older games, or completely giving up on even owning a dedicated GPU, and just using Amazon Luna cloud gaming.
RT was introduced in 2018.
6 years later it is still completebly unaffordable. There are almost no games that use it.
RT at 60fps+ requires a 4080+, which is unaffordable for 99% of PC users.
The best selling GPU in wealthy nations like the US and China is still only a 4060 that can't do RT at 60fps.
The best selling GPU in poorer countries, is integrated graphics, that can't do RT at all.
RT might have had a chance if it was mainstream, but RT became just as irrelevant as PhysX, another Nvidia technology that no one could afford.