Also a thing of System Balance depending in which direction you go don't underestimate UHD render complexity
You gonna see how Nvidia is going to use it as the master advantage in the upcoming Ampere vs RDNA 2 battle.
DLSS 3.0 pushes Nvidia artificially 2x-3 normal Hardware Scaling Generations ahead for UHD and this gives them the advantage of pushing the Raytracing overhead much easier for the lower resolutions primarily 1080p/1440p.
It has the capabilities to deconstruct once again everything AMD has achieved in their Hardware improvement and Shrinking race, with a click of a button and 500 Engineers sitting on Cyberpunk 2077 and implementing, tuning and training like crazy on Nvidias Cluster as we write, to showcase this achievement as the master killer app vs RDNA 2.
Also will have a master impact on Virtual Reality uplift.
You can reach way more then 60 FPS and yes the balance isn't perfect in Kalyskah yet it's rather very easy to change that by tuning differently.
Kalyskah has a very heavy Shadow overhead (looks like Raymarched Shadows running mainly on the CPU) and yeah some weird Performance hit behavior GPU can deep dive from time to time and CPU can be stressed a lot from some Displacement Mapping extremes.
Better as we go and analyze and counter the real heavy loads, but still fluctuating a lot, though lot of timers are running i gonna enable the Internal Unreal FPS/Frametime timer next time getting rid of the others.
There are really a lot of Load state changes in Kalyskah though it would run perfectly at a full restricted 33 ms target like Wild-Life style or we go the Dynamic resolution way and try to target 20 ms
Though this is still entirely indoor outdoor next.
Special Complexity Load situation in the Sewer (Heavy use of Displacement Mapping)
Wallpaper (Kali Mastered the "complex" Sewer) (Using Internal Free Fly Cam Mode)
And yes here we gonna hit our Dream Target in many ways
The Displacement Mapping is currently a hardcoded part of the "EFFECTS" Config Part it's a not to underestimate overhead on both CPU/GPU stresses the Driver a lot it's like ~6 ms give or take in this Driver Setup that's 1 GPU Generation plus OC Edition on D3D11 it's heavier then the entire Shadowing.
With that overhead you could do a pretty nice Hair Strand simulation for Kali instead and depending on the overall hair complexity you could even save 2 or 3 ms, depending how creative you are
Volcanoid
The Displacement is the major culprit here it is totally unoptimized even killing Nvidia Hardware
POM would have been a way better solution, will try to lower the overhead of it anyway disabling it is no good idea the whole level buildup was visually optimized for it, just gonna result in leakage problems everywhere.
So the beginning
You start enthusiastically just to go through that door and be smashed down again ~13 ms and GPU starving for DATA