ELDEN RING

ELDEN RING

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JPabloroTTi 16 Thg03, 2023 @ 11:02am
RTX+DLSS...
Hopefully they implement this update for a smoother experience. Hopefully before the expansion. Greetings to all.
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nfinite.recursion 16 Thg03, 2023 @ 11:08am 
Game is heavily CPU- and RAM-bound. Not sure why you think adding RT would offer a "smoother" experience.
JPabloroTTi 16 Thg03, 2023 @ 11:10am 
I don't know... hope? XD
nfinite.recursion 16 Thg03, 2023 @ 11:17am 
The renderer has to be completely redone as the current DX12 renderer doesn't have "proper" RT support; it's basically just DX11 calls run through DX12. You can fully expect poor performance with a new renderer, given FromSoft's track record.
Bricky strong 16 Thg03, 2023 @ 11:43am 
They could add FSR.
Apparently FSR is easy to implement. Or you could lower the Resolution, because thats the same thing, same with dlss, only it uses other tricks.
Ray tracing lowers fps.
Get as much money as you can, thousands and thousands and thousands and thousands and make a Huge snowball with it and THROW IT at your PC.
gold 16 Thg03, 2023 @ 11:54am 
Nguyên văn bởi nfinite.recursion:
Game is heavily CPU- and RAM-bound. Not sure why you think adding RT would offer a "smoother" experience.
^
⛧Kairos⛧ 16 Thg03, 2023 @ 12:09pm 
I just would lkike a fix that stops the game from tearing on me if i let it run over 60 fps or in full screen instead of borderless windowed.
HellSlayer 16 Thg03, 2023 @ 12:13pm 
Nguyên văn bởi nfinite.recursion:
Game is heavily CPU- and RAM-bound. Not sure why you think adding RT would offer a "smoother" experience.
Ram bound? what exactly do you mean ram bound? :D every game is ram bound.
nfinite.recursion 16 Thg03, 2023 @ 12:25pm 
Nguyên văn bởi HellSlayer:
Nguyên văn bởi nfinite.recursion:
Game is heavily CPU- and RAM-bound. Not sure why you think adding RT would offer a "smoother" experience.
Ram bound? what exactly do you mean ram bound? :D every game is ram bound.

ER uses waaaay too much RAM bandwidth compared to other games. Fixes added to Linux Proton show that ER doesn't cache and re-use previous draw calls and instead recompiles them on the CPU everytime (CPU-bound). Additionally, ER performs a draw call for every individual shader, texture, geometry manipulation, etc. instead of creating draw call lists which are much more efficient (RAM-bound). DX12 renderer implementation guides from Microsoft, AMD, and nVidia all cite best practices for implementing and using DX12 in games and FromSoft seems to have ignored almost all of them.
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