Please give this video a thumbs up if you liked it and feel free to comment below or ask me anything. It will help me to get recognized by youtube's algorithm. Thanks! :) How to install Path Tracing Mod for Resident Evil 4 Remake: github.com/praydog/REFramework/actions/runs/8888177993 1. Download the RE4 archive. 2. Extract the dinput8.dll file from the archive into the Resident Evil 4 folder next to the main re4.exe file. 3. (Optional but recommended) Download the UpscalerBasePlugin archive: www.nexusmods.com/site/mods/502?tab=files 4. Download the nvngx_dlss.dll file: www.techpowerup.com/download/nvidia-dlss-dll/ 5. Extract the PDPerfPlugin.dll file from the UpscalerBasePlugin archive and the nvngx_dlss.dll file into the Resident Evil 4 folder next to the main re4.exe file. 6. Launch the game, the REFramework window should appear, head to the Temporal Upscaler option and choose DLSS. 7. After enabling DLSS, head to the graphics option in the REFramework window and enable Ray Tracing Tweaks. After that choose Pure Path Tracing. 8. Play the game with DLSS 3.7 and Path Tracing.
A few important notes: 1. RE4 has support for RT reflections on water puddles only with very low internal resolution, making it one of the worst RT implementations because there is only 2 locations with an actual water in the whole game. So you can consider the Ray Tracing part of the video as RT Off as well, it's basically the same. 2. This Path Tracing mod doesn't improve the quality of existing RT reflections, but it adds more reflective surfaces instead. Take a look at Leon's clothes 1:04 and how the light from the moon bounces from his back, making his shirt look more natural and realistic under the rain with Path Tracing. You can see similar results 2:39 as well with the light from a candle behind his back. 3. This Path Tracing mod doesn't have any denoiser at the moment. At 4K it's not a big issue though. 4. Custom FOV was used in this video for better viewing. It's part of REFramework, so no additional mods were installed. 5. The path traced shadows may appear very pixelated in some locations - it's a bug.
Sweet video. The only reason path tracing doesn't look better in every scene is because scenes without any light are too dark. Simply a result of the game not being made with PT in mind, but any scene with plenty of sun or light sources looks leagues better. Fun watch.
it's just show how fake the restarsasion is some times like at 2:02, from where all that light come from ? is that a moon light ? ok if so how so mach light pass thru such thick vegetation roof ? and how come there is no shadow on the floor from the vegetation ? insert PT, everything looks way darker and ton of vegetation shadow. is the scene looks great ? no... is the scene looks way more realistic for the condition ? oo yes, 100% yes. and just for extra, at 2:23, where is her shadow with such a strong light behind her ? why the front of he shirt is so well lit ? why the space between her jacket and shirt is so lit ? or the shiny bright spot on that vase while there is a huge thick pillar blocking the light. PT fix it completely.
Not necessarily, some scenes are too dark, but not because of a lack of light, but because the path tracing is a little glitchy. Its not properly lighting up interior spaces. Yeah, some rooms are have little light and are too dark, but they shouldn't be that dark. Digital Foundry mentioned this bug in their Dragons Dogma 2 path tracing video.
This has been a problem with realistic lighting in games since 2019. More realistic simply doesn't always mean better looking. Also devs often fail to implement ray traced reflections in a good way. Sometimes things just become chrome coated and laughably clean when they shouldn't be. I believe path tracing will truly shine once hardware becomes strong enough that devs can make games where nothing is rasterized. So not in the near future.
This Path Tracing mod is mostly an improvement to the original game, but yeah, some locations looks a bit off with it due to bugs or lack of a proper light sources.
I wonder why they excluded RTGI option in RE4. RE2/3/7/8 have this option in graphics menu. In my opinion, RTGI was more useful than RT reflections, especially taking into account how low resolution they are. I wonder, if there is a mod, to enable RTGI. RE Engine definitely supports this feature.
The "problem" with vaked lighting is it takes a tun of storage and doesnt work on moveing objects. Hence why realtime lights became so popular to the point were trying to get the quality of realtime bakeing
It's not all about realistic man. video game is art and art doesn't have to be realistic. you can tell they didn't design this game to have convincing lighting.
Two reasons: 1 video memory constraints. Baked lighting is basically a texture and having that much lighting detail would eat up all the memory. Secondly, being a texture, it only works for static objects and does not update for moving objects.
Path Tracing looks amazing in so many cases, and it's only a mod... yes it looks too dark sometimes because the game was not build for it and missing some light source here and there. I bet that in few years we will see many many "remakes" that basically take the same game and engine from poor RT like RE4 and crank it to full PT and maybe ( maybe) and some extra high res texture.
@@RomeoooGF yeah, but I think technically in the future modders could find a way to integrate this form of rendering (PT). Modders and enthusiasts are so insane that I would not be surprised if they nail it this happens
If RE4 had RTGI option (like a few previous RE games), then the difference vs. PT mod would be less pronounced. I wonder why the devs removed RTGI from the graphics menu. It enhanced graphics quality of all previous RE games a little bit, yet it was not too demanding, so even older RTX cards and most modern AMD cards can make use of it.
I think that if people don't read the comment they will have a bad idea of what is RT and path traced. This video compare Non-RT lighting on the RT side (with a very poorly job by Capcom at baking the lighting) with actual RT lighting on the Path Tracing side... It's very misleading and will add confusion to people that still don't really get the idea behind RT and Path Tracing (which is also RT but more global)
What settings for Path tracing? There are 4 ray tracing slots, each with 6 ray tracing Styles, plus two slots for numbers. Some people set First slot real Path tracing, second slot avsfg, third and fourth slot empty, 2 slots for numbers out 0 and 4. What Is the configuration used in this video. Of course i am talking of REFrsmework
the temporal upscaler is gone in this version of the RE framework, is there a way you got it to work, cuz even in the release's page it does not include the temporal upscaler anymore
I highly recommend using DLSS because it will reduce the noise on the image overall. Although in this game DLSS at 1080p doesn't look too great due to UI jittering.
Even path tracing doesn't look correct lighting and shadows they just changed the dynamic weather from cloudy to sunny and the performance has huge hits i can say good video but no thank!
Hey MxBenchmarkPC, this is probably a long shot but on your 4070 Super + i7-10700F combo videos, is it at all possible to show both Act 3 of Baldur's Gate 3 in the city and potentially Dragons Dogma 2 in the city? I'm thinking of grabbing a 4070 Super and naturally understand there's a bottleneck for my 10700F, but just 'how much'. Really, if I can still maintain around 60fps with that combo in Act 3 of BG3, i'll be a happy camper. Thanks!
I've played BG3 for around 200 hours and you'll get your 60fps in act 3 of BG3, but not in Dragon's Dogma 2 for sure, even an i7 14700K can't deliver stable 60fps in the city in that game.
While this is very impressive on a technical level, this hurts the vibe/atmosphere the team was going for. I'm sure they had the ability to make the RE engine do this, but this isn't trying to be as realistic looking as possible. You lose that special touch the level designers did when designing the area. Artistic liberties is the term I'm thinking of. The vanilla lightning not only works better, it also holds the original spirit
I share your sentiment overall, however, when you say that could have done path tracing themselves this isn't entirely true. Even their ray tracing implementation is extremely light because they were targeting console hardware which could not do anywhere near this and hit a playable frame time. Path tracing is a more complete implementation of real time lighting then ray tracing, and you can see the impact it has even on a ridiculously high end card. You can also see that their PC port favors AMD from a business perspective given it doesn't even give you a choice of upscalers, right or wrong. They do their PC ports in a way where the goal is parity with consoles, not an attempt to provide enhancements. But again, I agree people should realize this is a fun project meant to enable you to play with the technology and I do think that it does not represent the artistic intent of the developers.
Raster really can't ground the world and objects as good as this (AO and shadows). If you're talking about mimicking certain lighting sure.. But still won't be as dynamic and will be subjected to halo-ing and lighting that looks out of place
@@Crazy09starkillor It won't be able to do it as well as RT Ao and Shadows, but I was referring to other comments saying it's a big or a vast difference. Many games with RT or Path Tracing manage to look very good without them aswell.
@@professorclup1082they're some games that do raster very very well I agree. Even Cyberpunk, but that game still has a huge lighting boost when PT is turned on. It's just an extra level of "groundedness". But then again I'm someone that's super used to raster and can tell it's flaws almost immediately, I doubt most people are that sensitive to raster's pitfalls
Hopefully soon, developers will implement software based PT to lighten the load on GPU hardware. Because as it stands, PT will provide the best possibly lighting, shadows and reflections, but at a serious cost to framerate.
Would be interesting to see your settings in REFramework, also how do u get DLSS to work as well? The version with Ray Tracing tweaks doens't have the upscaling option for me
@@MxBenchmarkPC Thanks, it turned it out was just because I wasn't logged in to Github so couldn't download the upscaler version. Did you tweak any of the Path Tracing settings in REFramework or just set everything to Pure Path Tracing?
bro ive a 105w 4050 paired with a i5 12450hx on my laptop and in god of war it utilises 90+ wattage but in games like cyberpunk and witcher 3 next gen its only using 70-8-watts, does this mean that in cyberpunk and witcher my cpu is causing a bottleneck?
The fact that pathtracing is running at playable FPS at all would have been unthinkable just a few years ago... A few years from now it will probably the default and other way of rendering will be purely for artistic reasons. Can you also make a comparison for RE2 and RE3?
You should use Hybrid Path Tracing and the Clone Post use AXVG (not remember the name) that will have way better result because it has ray traced AO-GI , but doesn't have ray traced shadow. This pure Path tracing only give shadow and it destroy the game's art direction. DLSS help a lot removing the noise though
What temporal upscaler bro in the settings or where? Your instructions are very rubbish! There is no temporal upscaler option in the window that appears, also there is no PT in the graphics settings, the REFramework link you provided has no download option, only a bunch of weird files wth!
If there is no temporal upscaler option and no PT, that means that you've downloaded a wrong version of REframework. I don't know how you managed to download a wrong version because in the link that i've provided there is only 1 direct download link for the RE4 archive at the bottom of that page.
@@MxBenchmarkPC I don't have an account, so maybe that's why I'm not signed in, but I have downloaded several times from Github, and never needed to be signed in(like you need to be on Nexus Mods)
Look great but dang we need RTX 50, or 60 series. Shame AMD sponsorships hold games back from proper RT or PT. All AMD games have are low cost RT shadows because they suck at RT.
PT is not perfect, limited bounces make dark areas darker, limited sample count makes noise, BVH build at a near distance makes lighting pop-in. sometimes destroys original art style.
I've tried the mod with 7 bounces and 4 SPP (just out of curiosity), and visually the difference is very small even compared to 1-2 bounces while the performance hit is massive.
@@ESKATEUK oh really? Poorly? I think you are an hard fanboy scAMD. Get a RTX. FSR is trash, all radeon are obsolete garbage dude 😊 con you run this game with this mod? Wich is your card?
@@OmnianMIU I have an rtx 3080ti fe. I have no interest in AMD, I much prefer nvidia. It’s just AMD cards are running this game better than they should be and I think they’ve held back nvidia cards.
The game art visual isn't design for path tracing. Path tracing removes fake lighting that makes enviroment lit. So it need some tweak to make the scene work
A good example of how you cant just add RT or path tracing lighting without any further considerations. The path tracing simply doesn't work well in many scenes here. That said, appreciate the benchmark nonetheless.
To much darkness! It's not realistic. You have some light sources, but boxes 1 meter away from bulb are invincible , because dark... In reality light would reflects from surfaces and lightning objects! But must admit that, some scenes looks amazing!
Please give this video a thumbs up if you liked it and feel free to comment below or ask me anything. It will help me to get recognized by youtube's algorithm. Thanks! :)
How to install Path Tracing Mod for Resident Evil 4 Remake:
github.com/praydog/REFramework/actions/runs/8888177993
1. Download the RE4 archive.
2. Extract the dinput8.dll file from the archive into the Resident Evil 4 folder next to the main re4.exe file.
3. (Optional but recommended) Download the UpscalerBasePlugin archive: www.nexusmods.com/site/mods/502?tab=files
4. Download the nvngx_dlss.dll file: www.techpowerup.com/download/nvidia-dlss-dll/
5. Extract the PDPerfPlugin.dll file from the UpscalerBasePlugin archive and the nvngx_dlss.dll file into the Resident Evil 4 folder next to the main re4.exe file.
6. Launch the game, the REFramework window should appear, head to the Temporal Upscaler option and choose DLSS.
7. After enabling DLSS, head to the graphics option in the REFramework window and enable Ray Tracing Tweaks. After that choose Pure Path Tracing.
8. Play the game with DLSS 3.7 and Path Tracing.
Would RTX 4060 be able to run this at 1920x1080 resolution with DLSS Q enabled?
I followed your steps. But I can't enable DLSS. I don't see the Temporal Upscaler option in the REFramework window.
@robloxcodepaster Sure, but you'll have to lower the texture quality.
I followed your link to GitHub but all I see are logs, I can't find any archive to download...?
@@qinbow5024 ME PASA IGUAL, NO TENGO LA OPCION DE ACTIVARLO. ALGUNA SOLUCION?
A few important notes:
1. RE4 has support for RT reflections on water puddles only with very low internal resolution, making it one of the worst RT implementations because there is only 2 locations with an actual water in the whole game. So you can consider the Ray Tracing part of the video as RT Off as well, it's basically the same.
2. This Path Tracing mod doesn't improve the quality of existing RT reflections, but it adds more reflective surfaces instead. Take a look at Leon's clothes 1:04 and how the light from the moon bounces from his back, making his shirt look more natural and realistic under the rain with Path Tracing. You can see similar results 2:39 as well with the light from a candle behind his back.
3. This Path Tracing mod doesn't have any denoiser at the moment. At 4K it's not a big issue though.
4. Custom FOV was used in this video for better viewing. It's part of REFramework, so no additional mods were installed.
5. The path traced shadows may appear very pixelated in some locations - it's a bug.
Sweet video. The only reason path tracing doesn't look better in every scene is because scenes without any light are too dark. Simply a result of the game not being made with PT in mind, but any scene with plenty of sun or light sources looks leagues better. Fun watch.
it's just show how fake the restarsasion is some times
like at 2:02, from where all that light come from ? is that a moon light ?
ok if so how so mach light pass thru such thick vegetation roof ? and how come there is no shadow on the floor from the vegetation ?
insert PT, everything looks way darker and ton of vegetation shadow.
is the scene looks great ? no... is the scene looks way more realistic for the condition ? oo yes, 100% yes.
and just for extra, at 2:23, where is her shadow with such a strong light behind her ? why the front of he shirt is so well lit ? why the space between her jacket and shirt is so lit ?
or the shiny bright spot on that vase while there is a huge thick pillar blocking the light.
PT fix it completely.
Not necessarily, some scenes are too dark, but not because of a lack of light, but because the path tracing is a little glitchy. Its not properly lighting up interior spaces. Yeah, some rooms are have little light and are too dark, but they shouldn't be that dark. Digital Foundry mentioned this bug in their Dragons Dogma 2 path tracing video.
@@gametime4316 I search google only to find out you meant "rasterization"
This has been a problem with realistic lighting in games since 2019. More realistic simply doesn't always mean better looking. Also devs often fail to implement ray traced reflections in a good way. Sometimes things just become chrome coated and laughably clean when they shouldn't be.
I believe path tracing will truly shine once hardware becomes strong enough that devs can make games where nothing is rasterized. So not in the near future.
Looks good in some places and also bad in some places because game was never designed around PT.
This Path Tracing mod is mostly an improvement to the original game, but yeah, some locations looks a bit off with it due to bugs or lack of a proper light sources.
I wonder why they excluded RTGI option in RE4. RE2/3/7/8 have this option in graphics menu. In my opinion, RTGI was more useful than RT reflections, especially taking into account how low resolution they are. I wonder, if there is a mod, to enable RTGI. RE Engine definitely supports this feature.
Why not bake path traced lightning to save performance? This game doesn't need it real-time as there is no day cycle anyway.
In a official implementation that would definitely be the case, but you can't expect this much from a mod.
@@PedroAndrade25 not a mod, i mean ingame. Like in Last of Us or Uncharted. Looks awesome, runs cheap.
The "problem" with vaked lighting is it takes a tun of storage and doesnt work on moveing objects.
Hence why realtime lights became so popular to the point were trying to get the quality of realtime bakeing
It's not all about realistic man. video game is art and art doesn't have to be realistic. you can tell they didn't design this game to have convincing lighting.
Two reasons: 1 video memory constraints. Baked lighting is basically a texture and having that much lighting detail would eat up all the memory. Secondly, being a texture, it only works for static objects and does not update for moving objects.
Path Tracing looks amazing in so many cases, and it's only a mod...
yes it looks too dark sometimes because the game was not build for it and missing some light source here and there.
I bet that in few years we will see many many "remakes" that basically take the same game and engine from poor RT like RE4 and crank it to full PT and maybe ( maybe) and some extra high res texture.
Dude im so hyped for these mods for games in the future lol. Imagine dark souls 1-2-3 with path tracing
@@oxxylix504 i believe dark souls engine doesn't have Path Tracing feature as a reference like RE Engine
@@RomeoooGF yeah, but I think technically in the future modders could find a way to integrate this form of rendering (PT). Modders and enthusiasts are so insane that I would not be surprised if they nail it this happens
Its called nvidia remix, currently only for older directX but believe $ nvidia is werking very hard to implement it
If RE4 had RTGI option (like a few previous RE games), then the difference vs. PT mod would be less pronounced. I wonder why the devs removed RTGI from the graphics menu. It enhanced graphics quality of all previous RE games a little bit, yet it was not too demanding, so even older RTX cards and most modern AMD cards can make use of it.
Not gonna lie Path Tracing makes the opening village sequence look much more inline with the original
I followed your steps. But I can't enable DLSS. I don't see the Temporal Upscaler option in the REFramework window.Unable to use dlss mod.
ME PASA IGUAL, QUE SOLUCION AY?
I think that if people don't read the comment they will have a bad idea of what is RT and path traced. This video compare Non-RT lighting on the RT side (with a very poorly job by Capcom at baking the lighting) with actual RT lighting on the Path Tracing side... It's very misleading and will add confusion to people that still don't really get the idea behind RT and Path Tracing (which is also RT but more global)
Hope the pixelation bug gets fixed, can't wait to try this out
I think the "path tracing" mod is just the Ray tracing with darker shadows and without dithering
How did you manage to use DLSS with Path Tracing? Temporal Upscaler option doesn't show up for me
There are 2 different builds of REFramework (with and without upscaler). Download the one that I've linked in the pinned comment.
@@MxBenchmarkPC Why isn't there a simple "Download" button ffs
thank you very much bro you are awesome keep going ❤️🙏
Thanks!
What settings for Path tracing? There are 4 ray tracing slots, each with 6 ray tracing Styles, plus two slots for numbers. Some people set First slot real Path tracing, second slot avsfg, third and fourth slot empty, 2 slots for numbers out 0 and 4. What Is the configuration used in this video. Of course i am talking of REFrsmework
the temporal upscaler is gone in this version of the RE framework, is there a way you got it to work, cuz even in the release's page it does not include the temporal upscaler anymore
hope they fix that
Can i play path tracing at 1080p ultra without dlss? I want to know how many fps? Or is mandatory dlss?
I highly recommend using DLSS because it will reduce the noise on the image overall. Although in this game DLSS at 1080p doesn't look too great due to UI jittering.
looks great! i hope this gets more optimized, since right now it looks like its quite the fps hog
Looks amazing!
Definitely be interesting once ray tracing and eventually path tracing become more widely used once hardware catches up.
Path tracing especially.
Even path tracing doesn't look correct lighting and shadows they just changed the dynamic weather from cloudy to sunny and the performance has huge hits i can say good video but no thank!
Hey MxBenchmarkPC, this is probably a long shot but on your 4070 Super + i7-10700F combo videos, is it at all possible to show both Act 3 of Baldur's Gate 3 in the city and potentially Dragons Dogma 2 in the city? I'm thinking of grabbing a 4070 Super and naturally understand there's a bottleneck for my 10700F, but just 'how much'. Really, if I can still maintain around 60fps with that combo in Act 3 of BG3, i'll be a happy camper. Thanks!
I've played BG3 for around 200 hours and you'll get your 60fps in act 3 of BG3, but not in Dragon's Dogma 2 for sure, even an i7 14700K can't deliver stable 60fps in the city in that game.
While this is very impressive on a technical level, this hurts the vibe/atmosphere the team was going for. I'm sure they had the ability to make the RE engine do this, but this isn't trying to be as realistic looking as possible. You lose that special touch the level designers did when designing the area. Artistic liberties is the term I'm thinking of. The vanilla lightning not only works better, it also holds the original spirit
That's because the mod does everything automatically, once devs start implementing this natively with proper tweaks it's going to be glorious.
I share your sentiment overall, however, when you say that could have done path tracing themselves this isn't entirely true. Even their ray tracing implementation is extremely light because they were targeting console hardware which could not do anywhere near this and hit a playable frame time. Path tracing is a more complete implementation of real time lighting then ray tracing, and you can see the impact it has even on a ridiculously high end card. You can also see that their PC port favors AMD from a business perspective given it doesn't even give you a choice of upscalers, right or wrong. They do their PC ports in a way where the goal is parity with consoles, not an attempt to provide enhancements. But again, I agree people should realize this is a fun project meant to enable you to play with the technology and I do think that it does not represent the artistic intent of the developers.
This honestly just looks like a different art direction. It's not like Raster cant produce these type of looks.
Raster really can't ground the world and objects as good as this (AO and shadows). If you're talking about mimicking certain lighting sure.. But still won't be as dynamic and will be subjected to halo-ing and lighting that looks out of place
@@Crazy09starkillor It won't be able to do it as well as RT Ao and Shadows, but I was referring to other comments saying it's a big or a vast difference. Many games with RT or Path Tracing manage to look very good without them aswell.
@@professorclup1082they're some games that do raster very very well I agree. Even Cyberpunk, but that game still has a huge lighting boost when PT is turned on. It's just an extra level of "groundedness". But then again I'm someone that's super used to raster and can tell it's flaws almost immediately, I doubt most people are that sensitive to raster's pitfalls
I think Ray tracing better because colour of hair is more natural instead path tracing that make hair colour brighter.
Hair strand system is just broken with the path tracing. Cyberpunk has this issue too on path tracing then they fix it
PATH TRACING MAKES YOU FEEL THE REAL LIFE💀
Based on your benchmarks, I don't think path tracing is worth the performance hit. You lost a lot of frames.
extra frames doing nothing but rendering a worse image, i would say put them to work
This would be a perfect use case for Frame Generation as well.
Hopefully soon, developers will implement software based PT to lighten the load on GPU hardware. Because as it stands, PT will provide the best possibly lighting, shadows and reflections, but at a serious cost to framerate.
This game would require very little effort from Capcom to enable same GI implemetation as in RE2Remake.
Looks nice but I can't see opting for this even with a 4090 over 4k 120fps. This would be perfect with frame gen though.
The hair looks so shinning ... There are a lot a bugs... I prefere fps 😊
If you all look at the framerate u will see why we dont have path tracing. This is on a 4080 too.
Very interesting, going to try myself. The fps difference RT vs PT is bonkers. I only have a 3080 10GB
did you try how it performs?
Sense of good photography is obliterated by PT, but if it was designed around it, it could've look better, yes.
Would be interesting to see your settings in REFramework, also how do u get DLSS to work as well? The version with Ray Tracing tweaks doens't have the upscaling option for me
There are 2 different builds of REFramework (with and without upscaler). Download the one that I've linked in the pinned comment.
@@MxBenchmarkPC Thanks, it turned it out was just because I wasn't logged in to Github so couldn't download the upscaler version. Did you tweak any of the Path Tracing settings in REFramework or just set everything to Pure Path Tracing?
@@MxBenchmarkPC ME DESCARGADO LAS 2 Y NOME SALE ESA OPCION
@@randylahey3891 i cant get the upscaler one at all
Huge difference 😮. The song from the first 3 minutes reminded me of Vampire: Bloodlines (quite a lot actually 😂)
This is impressive!
Can no longer download the REFramework version that works with DLS S + Path Tracing. Can you send the zip
Are there any other steps to do? Because my game crashes every time. I had reshade installed but I uninstalled it but i am still crashing.
It looks alright but holy hell your sharpness is way too high for me.
Looks amazing, the performance lost is pretty crazy tho. Understandable tho
I have installed everytingh correctly but the temporal upscaler option is not showing up, i have an rtx3060, anybody know why?
@MxBenchmarkPC where can I download the mod
Bright becomes brighter. Dark becomes darker.
bro ive a 105w 4050 paired with a i5 12450hx on my laptop and in god of war it utilises 90+ wattage but in games like cyberpunk and witcher 3 next gen its only using 70-8-watts, does this mean that in cyberpunk and witcher my cpu is causing a bottleneck?
Probably.
The fact that pathtracing is running at playable FPS at all would have been unthinkable just a few years ago... A few years from now it will probably the default and other way of rendering will be purely for artistic reasons.
Can you also make a comparison for RE2 and RE3?
I plan to test this path tracing mod in both games, stay tuned.
@@MxBenchmarkPC Great! can't wait to see
In looks worse in some scenes and better in others.
I'm not feeling those square looking shadows
ray tracing mode is basically “welcome back to 2005 RE4” mode
2005 RE4 wasn't even scary or uncomfortable 💀
This game's ray tracing should be path tracing, it looks incredible despite the performance, even it is a mod.
Show me something better then DLSS 3.7 RR
Em 1080p dá pra brincar com o PT. Gostei da música de início. Onde encontro ?
original RT is better, it fits the atmosphere of the game.
Yeah because the game visual itself is not design for path tracing. But having a local shadow is a nice addon
Do you have some tutorial for installing the Pathtracing mode ?
Check the pinned comment.
@@MxBenchmarkPC thanks
You should use Hybrid Path Tracing and the Clone Post use AXVG (not remember the name) that will have way better result because it has ray traced AO-GI , but doesn't have ray traced shadow. This pure Path tracing only give shadow and it destroy the game's art direction. DLSS help a lot removing the noise though
Path tracing is awesome
Solo serie 40?. Habra alguna version para serie 30?.
yeah having an actual global shadow now costs 999$ bare minimum
edit : why would someone have 10700f with 4080?
can you try it with the RTX 4070? Thanks
I'll look into it.
@@MxBenchmarkPC thanks bro
What are these shitty shadows in the 1. PT scene?
What temporal upscaler bro in the settings or where? Your instructions are very rubbish! There is no temporal upscaler option in the window that appears, also there is no PT in the graphics settings, the REFramework link you provided has no download option, only a bunch of weird files wth!
If there is no temporal upscaler option and no PT, that means that you've downloaded a wrong version of REframework. I don't know how you managed to download a wrong version because in the link that i've provided there is only 1 direct download link for the RE4 archive at the bottom of that page.
@@MxBenchmarkPC there is no direct download link on the bottom I don't see anything there is only
SF6 file as last and it's not a download
@parker4447 make sure you have signed in into your Github account, just click on RE4 archive and the download will start.
@@MxBenchmarkPC I don't have an account, so maybe that's why I'm not signed in, but I have downloaded several times from Github, and never needed to be signed in(like you need to be on Nexus Mods)
Looks like path tracing is not working on the hair
now im curious does this mod work in everygame with rtx?
Nope.
Frame generation would make the FPS much better at 4K.
Bro turned from blonde to goth💀
This mod works with the others RE games?
Yup
Me encanta la música del Cyberpunk 2077.
Look great but dang we need RTX 50, or 60 series. Shame AMD sponsorships hold games back from proper RT or PT. All AMD games have are low cost RT shadows because they suck at RT.
Whats wrong with Ashleys hair ? 🤔
It's the "hair strands" setting, even in the vanilla game it looks quite strange at times. I'm guessing the standard hair would've looked okay
I’m pretty sure that only reflections are ray traced in the game
если смотреть еще и на FPS можно дико проораться ;))
RE4R really suffered from being a cross gen title...
What about reflection?
PT is not perfect, limited bounces make dark areas darker, limited sample count makes noise, BVH build at a near distance makes lighting pop-in. sometimes destroys original art style.
I've tried the mod with 7 bounces and 4 SPP (just out of curiosity), and visually the difference is very small even compared to 1-2 bounces while the performance hit is massive.
Nothing destroyed. To me is better with path tracing. Every single game become better with path tracing. The art style is not the point
It’s CRAZY my SONY OLED BRAVIA XBR A95 looks soo much better than the RTX 4090 . 4000$ TV , well worth it though
Día = PathTracing
Noche = RayTacing
The different is night and day basically
Pretty good honestly, sadly Path tracing will only be viable in 2026/2027
Looks great
The game is a good looking game, but it’s incredibly flat in its vanilla state. It’s nothing groundbreaking.
ok im gonna say it
its not worth the performance loss
If only AMD didn't sponsor this game, we would have a proper looking RE4 Remake ;)
amd supports ray tracing and path tracing as well
Probably not Path Tracing, but at least a proper RTGI like in Dragon's Dogma 2.
Yep. Can tell AMD sponsor it with how poorly it runs on nvidia cards in comparison lol.
@@ESKATEUK oh really? Poorly? I think you are an hard fanboy scAMD. Get a RTX. FSR is trash, all radeon are obsolete garbage dude 😊 con you run this game with this mod? Wich is your card?
@@OmnianMIU I have an rtx 3080ti fe. I have no interest in AMD, I much prefer nvidia. It’s just AMD cards are running this game better than they should be and I think they’ve held back nvidia cards.
Now im excited fo the next gen
Need Path Tracing in every single huge game -> FACT
Need more power from RT Cores -> FACT
😂😂😂
Just wait blackwell 😎
well... Nvidia is right. Path tracing is the future graphics for games
It looks way too dark though in dark areas.
why path tracing making it so dark ?
Because it's supposed to emulate realistic lighting, so poorly lit areas will actually be as dark as they would be irl.
The game art visual isn't design for path tracing. Path tracing removes fake lighting that makes enviroment lit. So it need some tweak to make the scene work
My 4060 says no.
A good example of how you cant just add RT or path tracing lighting without any further considerations. The path tracing simply doesn't work well in many scenes here. That said, appreciate the benchmark nonetheless.
To much darkness! It's not realistic. You have some light sources, but boxes 1 meter away from bulb are invincible , because dark... In reality light would reflects from surfaces and lightning objects! But must admit that, some scenes looks amazing!
The visual itself isn't design for ray tracing, so it need some tweak too for some of the scene. And leon hair isn't working with path tracing too
The Performance cost☠️
Проседает по кадрам в 2 раза, не стоит того)
play this game without Ray Tracing or Path TRacing instead
FUCK! There is more difference between PT and RT than between RT and NOT RT
A LOT OF BLUR 4K 20FPS.. "VERY SMART BOY" LOL
Looks nice, but I would personally wait for an official implementation
Lost almost 50-60 FPS with Path Tracing... This is great but no thanks! I have no 2500$ on new GTX 5090
Too bad tracing the path costs 100 frames. I cri
Bad implementation, Leon's coat looks buggy
bullshots. Where are raytraced shadows
not worth the performance hit im sticking to ray tracing as it looks just as good
Cool Tech, just affordable for a 4080/4090 owner, which is the minority xd