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Recommended
0.0 hrs last two weeks / 9.6 hrs on record (1.3 hrs at review time)
Posted: 10 Dec, 2022 @ 8:43am
Updated: 16 Mar, 2024 @ 11:15pm

Review updated to reflect the March 14th update:
The game runs with a better framerate now, I can get on a comfortable 70+ FPS, I still require to be in Ultra Performance mode but I'm going to chalk that up to just being on the minimum requirements charts (I'm using an EVGA 3070Ti). The denoising issues I noticed on the release version are still here but seemingly can improve and is able to make out the details out of more noisier textures, for example the Aperture decal on the top of the elevator, I would originally see a moire pattern all the time, but now it's there for some time before disappearing.
Performance also seems to get better as time goes by. The first run on the intro sequence was performing terrible and at first I thought there was no change, but going back to this section some time later the framerate would remain within those 70+ FPS. I wonder if this is RTX IO's doing, as memory usage gets dangerously high as time goes on too.
So in the end, it looks like the more aggravating issues have been addressed by nVIDIA. I think it's worth changing this review as the positives now outweigh the negatives. It's not perfect, I don't think fully pathtraced lighting is worth in any game as it really, really makes the game run slower.
Portal with RTX can now offer a playable framerate to allow you a taste of what the future of lighting/GI can be.

I'll leave the original review below.

Proof of ray-tracing inside video games done in real-time being nothing but a buzzword that nVIDIA capitalizes on.
The game runs at very unstable frame rates and has horrid visual artifacts due to the compromises needed to even allow such technology being run in real-time.
Using DLSS on Ultra-Performance and the game would still stutter on varying scenes with varying levels of complexity. While reducing the DLSS resolution helps performance, it also introduces more guess-work from the denoiser. From flickering fireflies to moire patterns on textures it makes visual clarity on the game get thrown out the window. It becomes nauseating that I even turned off the denoiser and honestly prefer the noisy world.
Not to even mention how they ignored the visual art style of the original game in favor of showing off. From grim and dirty chambers —just like if they've been abandoned for a while, to colorful, reflective and bright chambers, akin to Portal 2 during the reconstruction phase, but 4 times brighter and saturated. Fog? Color correction? Huh?
If this was your tech demo nVIDIA, it looks great. If this was your PoC that raytracing can be used on videogames entirely now with an RTX card, it looks terrible for both sides, the developer of said game not bothering with their visuals and the card not even being powerful enough to succeed on the claims by its vendor. As for your tool, I guess it's mostly to be used for asset swapping.
Please developers, be careful and mindful of the needs of your game when integrating RTX features. Especially if your game has to run at high frame rates (competitive or otherwise fast-paced games). Seeing light and color fade in and out of existence feels like I'm inside an oil painting.
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