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Thank you Matt for your reply I appreciate it, but shader compilation should be issue number one for devs. I wish I couldve tried the demo in somewhat "close to release date" glory/performance.
Because now as a consumer I will not have any reference on performance for the release.
Have a good one.
+1 for baiting me though
If you look at TXR. Also ue5. Runs silky smooth. So it IS possible.
I Wish JDM all the best ofcourse. And i wish it weren't so
I just get tired of games being so blurry and running like crap, and my 1660 Ti is not a slow card by any means, it's just that games are so reliant on fake optimization on newer cards and it just completely undermines real performance. Originally things like DLSS weren't meant for this type of use, it was mostly supposed to be meant for people who really wanted to crank up their resolutions to be almost absurdly high, with absurdly high frame rates, rather than it being practically required for almost any standard resolution. And Unreal Engine 5 is the biggest culprit of engines with this sort of problem.
Even features such as Nanite and Lumen have caused massive performance issues in Unreal 5, but most developers usually don't care because people can just upscale, which isn't ideal but it's the cheapest workaround.
Modern games are always so blurry and ghosting, I miss the days when games were smooth and sharp. Fidelity doesn't equal clarity. I mean I doubt UE5 supports any anti-aliasing besides TAA except maybe FXAA (so no MSAA or anything).
There is so much potential for this game and I'm so excited but performance is my biggest priority and I just want smooth frames and good clarity. And like I said, I just want native performance to be good.
Sure... A 6 years old card, based on much castrated Turing core, so basically a weaker RTX 2060 but with even slower memory, isn't "slow by any means". Where do you live, bro, in 2020 ? Let me give you a heads up, this year is gonna suck.
Honeslty, I mean no offense despite the cheeky tone, but you need a reality check. This GPU is almost an antique by today's standards. I definetely agree with you, DLSS and the like are perfect excuses for some people to do quick and dirty work and expect the GPU to compensate. But even if the game is done right, there is only so much an entry-level GPU from 6 years ago can do today. Its perormances are equivalent to that of a GTX 1070, which is 9 years old by now. That's basically the stone age.
And while I agree with you, native performance should be good, there is unfortunately only so many transistors you can cram into a chip per surface unit, and you can't extend the chip's surface forever either. A finer technology is becoming harder, at 7 nm we're talking about layers of only a few atoms. So basically we can't expand computation capabilities forever. Even AMD's recent approach of stacking layers in their X3D CPUs is only buying time, and complicates cooling.
With games being more demanding, partly because of ♥♥♥♥♥♥ optimization, and hardware coming close to the absolute limit (until we completely change the way we design it but that's beyond me), stuff like DLSS and frame generation will most likey become the norm, as it will be the most practical way to improve performance.