Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
"DLSS is a revolutionary breakthrough in AI-powered graphics that massively boosts performance." that's what nVidia tells about it.
And this is what AMD tells about FSR:
"AMD FidelityFX™ Super Resolution (FSR) uses cutting-edge upscaling technologies to help boost your framerates in select titles1 and deliver high-quality, high-resolution gaming experiences, without having to upgrade to a new graphics card."
And what Intel tells about XeSS:
" XeSS (Xe Super Sampling) takes your gaming experience to the next level with AI-enhanced upscaling, enabling more performance with high image fidelity. Revel in ultra-high-definition visuals with high-performance, powered by hardware acceleration and an AI-based algorithm. Designed with all gamers in mind, XeSS is unlocked to work on widely available hardware."
Each one of them serves one single purpose - to boost the performance. Proves my point.
DLSS - deep learning supersampling.
What you are talking about is SSAA - antialiassing technic.
That's what supersampiling is, there is no other kind.
'Super sample', the image (sample) you are using is larger (super) than the display image.
You go and find me another definition for the word supersample
DLSS Appears to fill in the blanks from pre-trained imagery some sort of known object + LOD
it has failed on many titles at times the same for FSR.
AMD FSR Meh same deal for the user can be faster or slower than DLSS depends on title.
This is really on Developer Publisher relationship with Nvidia or AMD as one is going to be stronger and function better than the other for end users.
That's a little unfair to say about the cards. Part of it is poor optimisation on the developers side. Let's look at GTA IV - one of the best games on Xbox, but ran like crap on some of the best PC's of the time.
Now you have Unreal Engine 4 and 5 which a TON of games have suffered from shader stuttering constantly throughout the gameplay. You also have other games that are released and only then patched later to help optimisation. Game developers I feel are being threatened to release games on the supposed release date in the quality it is, and because the world is connected by the internet - it seems that the devs will just push out the updates when it's convenient for them; instead of really pushing the release date back to when it really is fully functional and in a really refined state.
Jesus Christ - you have 62 posts just in the last 24 hours. Do you not have anything better to do with your time than spam the Steam forums???
Your opinion is dully noted.
Misuse of the unreal engine has existed since forever it's generally one of the most simplest of rules ignored and never glossed over, foolish studios would copy paste when doing a level and someone would always exceed the prop count creating a laggy situation, I've even seen other entire maps loaded with a previous map after a transition etc, and if that were not bad enough they'd run tons of blueprints because their team are simply logic and artists one click releases even AAA if you can call gaming AAA.
What puzzles, if we look at the abyssmal Jedi Survivor release on PC, is how they managed to get right Fallen Order and utterly fail to release a playable Survivor on PC. Both games are UE4 games.
You specifically want to ridicule the Unreal engine... is that it?
"The neural networks are trained on a per-game basis by generating a "perfect frame" using traditional supersampling to 64 samples per pixel, as well as the motion vectors for each frame. "
This is DLSS 1.0. 2.0 actually uses these NN to upsample so it certainly did, at least, use SS. FSR doesnt do that at all.
They would agree with him.