Finally, let’s have a look at the performance impact of ray-tracing and its various presets. I won’t be benching multiple cards, as that’s been already done by many reviewers (and I don’t have an AMD unit on hand at the moment). Regardless, this should give you an idea of how intensive (or not) ray-tracing is in this game and whether it’s worth the hit:
Going from ray-tracing high to SSAO results in a performance drop of 30% on a GeForce RTX 2080 Ti at 4K. While this may seem a lot, it’s still modest compared to the hit incurred by ray-tracing in Metro Exodus and Battlefield V. Considering the lack of DLSS, I’d say Capcom did a decent job, ignoring all the aforementioned glitches. Strangely, switching from ray-tracing high to low nets to just a few frames. Furthermore, RTAO (which I pointed out on the first page) reduces performance by just 1 FPS. Not bad considering that it does almost nothing for visual quality.
As you can see, light reflection quality affects the amount of light present in the scene (amount of rays cast) while the GI quality probably controls the number of ray bounces (outward coverage of objects/light sources). Once again, it’s clear that RTAO doesn’t really have much of an impact on visual quality which isn’t really a surprise considering the performance impact. We’re looking at a meager number of rays per scene.
In the end, it’s hard to not be impressed with the quality of the port. Despite lacking upscaling technologies, Capcom manages to deliver a well-performing game with a decent RTGI implementation. The inclusion of RTAO and reflections is merely for marketing purposes as they are hardly utilized. It’d have been really neat if the RTGI coverage and quality could be further increased but considering that this is the first ray-traced title in the series, I suppose it can be overlooked.