The game will feature a previously unseen option for selective ray tracing, allowing players to tailor the level of realism to their preference within the in-game settings. For gamers with lower-end graphics processing units (GPUs), it’s crucial that the game remains playable without compromising performance, which is why moderate-sized ray tracing effects can be beneficial in achieving a balance between visual fidelity and smooth gameplay.
The Dragon Age: The Veilguard system is already optimized for older gaming PCs, but the new ray tracing feature will deliver enhanced lighting effects on lower-end ray tracing-capable graphics cards, such as Nvidia RTX and AMD RX models, without being overly demanding on system resources.
More than 200,000 hours of rigorous testing have been devoted to ensuring the flawless readiness of Dragon Age: The Veilguard for its PC release, having already undergone a comprehensive quality assurance process. Notwithstanding, a cursory glance at the latest blog post’s ray tracing settings caught my attention with ease.
In the comprehensive PC settings list received, a closer examination reveals that Dragon Age: The Veilguard features three distinct ray tracing settings: ray-traced reflections, ray-traced ambient occlusion, and extreme ray tracing.
The settings allow for the subsequent clarification: an asterisk subsequent to those settings is clarified at the end of the text, noting that “ray tracing may be turned On or turned off selectively.” Selective Mode enables precise control over ray tracing settings in specific regions, allowing for optimal utilization of this feature.
The implementation suggests that the game either predetermines specific areas where ray tracing is allowed upon enabling the selective setting, or it can dynamically monitor its system load and toggle ray tracing options on or off according to how well the game is performing.
Selective ray tracing is anticipated to play a significant role primarily when exploring open worlds, as decreased graphical constancy proves more crucial during combat, where frame rate issues tend to dominate. The RTX trailer suggests that ray tracing’s impact could be substantial, especially in dark, atmospheric dungeons where lighting becomes paramount in setting the mood. Although the magic fight’s reliance on vivid lighting is well-established, incorporating this aspect into the customizable settings would add a welcome layer of realism and depth.
Despite the nuances of application, the concept’s underlying principles are sound, and I’m keenly interested in observing its effectiveness within the game’s overall framework. Additionally, there’s another innovative concept that I’d love to see leveraged in various future video game developments as well.
I’m excited to implement this functionality and put it to the test. With the integration of bodily era know-how, paired with assist for DLSS 3, I expect the game to run and appear truly exceptional. As a professional editor, I would improve the text in this style:
The sports game, however, will still achieve a Steam Deck Verified status, and it won’t necessitate using the EA App launcher to operate.