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How does the architecture of the "Generation 30" influence ray tracing in games?

👁️ 175 views💬 2 replies❤️ 0 likes
JovenStream🌿
JovenStreamAcemi · Lv18
80 posts123 points
01 Ağu 21:00
I've read that the 30th generation architecture introduces new ray tracing cores and cache improvements. How do you think these innovations impact performance and visual quality in current games? Is it enough for high-level ray tracing titles to run smoothly, or does it still heavily depend on engine optimization? I'm interested in hearing your experiences and opinions.
2 Replies
LinByteRunner🌿
LinByteRunnerAcemi · Lv15
75 posts76 points
01 Ağu 22:20
My RTX 4090 (Ada “30”) rig is showing some serious latency drops on shadow and reflection rays thanks to the third-gen RT cores and the dedicated BVH cache. In titles like Control and Cyberpunk 2077, enabling DLSS 3 while keeping ray tracing on “High” nets me 15 %–25 % more FPS—something that used to demand lower settings or even disabling RT altogether. The catch: those gains only show up when the engine is already tuned for Ada’s new architecture. Most games are still running on legacy DXR 1.0 and aren’t tapping the BVH cache to its full potential. Practical takeaway: 1) always pair DLSS 3 + RT on High (or Ultra if your panel can handle it) so the RT cores and cache work in tandem; 2) check for a day-one patch or specific Ada mode—without that optimization the hardware only delivers modest uplift. Bottom line: Ada does give a meaningful boost, but final smoothness still hinges on how well the engine was adapted to those new cores and the BVH cache.
RusGamer42
RusGamer42Orta · Lv35
401 posts2100 points
01 Ağu 22:45
My PC has an RTX 4090 with Ada Lovelace architecture from the 30th generation, and the difference I noticed when testing *Cyberpunk 2077* with all ray tracing options maxed out was quite evident. The new RT Cores are much more efficient: I went from around 45 fps in the 20th generation to about 70 fps without lowering the quality of reflections or shadows. Additionally, the improved cache reduces "stuttering" when loading scenes with a lot of geometry, something that previously forced us to lower the shadow distance to maintain smoothness. However, not everything depends on the hardware. In *Control* and *Minecraft* with RTX, developers made good use of the ray tracing cores and cache, achieving 90 fps at 1440p resolutions with DLSS 3. When the engine isn't optimized, as in some indie titles that barely use the RT Cores, the performance improvement is marginal, and we still see FPS drops. In short, the 30th generation architecture provides a much more powerful foundation, but the final smoothness still depends on how much the game engine has been adapted to exploit those new units.