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Godfall supports Ray Tracing only on AMD GPUs, NVIDIA support coming in the future

KyoShiRo330

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Jan 21, 2018
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Counterplay Games has just announced that a new PC patch is available for Godfall that adds support for Ray Tracing effects. However, and contrary to what Codemasters did with Dirt 5, Godfall will only support Ray Tracing on AMD GPUs right now. Counterplay will add support for NVIDIA GPUs in a future update.

As Counterplay Games stated:
“This quick update, 2.0.95 is just for PC and enables the ability for players to play Godfall with ray tracing on while using applicable AMD GPUs. Note: players will need to have the latest AMD GPU drivers to enable this. Ray tracing using NVIDIA GPUs will come with a future update.”

This comes as a huge surprise. Let’s not forget that AMD had previously criticized NVIDIA for using proprietary RT methods in some games. And even though Godfall will support RT via DXR, the team is making these RT effects exclusive to AMD’s GPUs (at least for now).
Counterplay Games has not provided an explanation as to why it does not currently support NVIDIA GPUs. Also, and since this is an AMD-sponsored game, we can assume that there won’t be support for DLSS 2.0.

https://www.dsogaming.com/news/godfall-supports-ray-tracing-only-on-amd-gpus-nvidia-support-coming-in-the-future/
 

ethomaz

is mad because DF didn't do a video on a video of a video of a video on PS5
Mar 19, 2013
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Weird some guys on YouTube showed benchmarks saying nVidia cards were running RT 😂😂😂

Fake benchs?
 
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cucuchu

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Dec 1, 2016
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Well, its Godfall..... but I'm sure the 3 people with Nvidia cards still playing it in a few months will be excited for the RT patch.
 
  • LOL
Reactions: regawdless

Ascend

Member
Jul 23, 2018
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I hate exclusivity practices, but honestly, nVidia deserves it, at least for a short while. At least it's temporary (like TressFX), unlike nVidia and their proprietary BS.

It's also quite funny how RT is the future, except when it's AMD exclusive. Then suddenly, nobody plays that game.
 

ratburger

Member
Jul 29, 2020
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I think the reason why this is happening is because of DX12 and the whole 'coding to the metal' thing. With DX12, unless you want terrible performance, the developers need to write a separate render path for each GPU vendor. Certain API calls perform well on one platform but are best avoided on the other.
 
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