ARK: Survival Ascended

ARK: Survival Ascended

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Ahhtaczy 20. čvc. 2024 v 16.10
6
No Frame Generation - Then I'm Not Playing Anymore
So instead of fixing the current DLSS Frame Gen issues your going to completely remove DLSS Frame Gen from the Game... Then force everyone to use the AMD FSR which looks and performs worse than DLSS Frame Gen.

I don't have issues with Frame Gen in any other game, not even Cyberpunk 2077 with Path Tracing enabled which looks betters and performs better than ASA. Its the game itself that is the issue.

This is not an AMD hate train, I own intel, AMD, and NVIDIA hardware. But the fact is that 76% of steam users are using a NVIDIA graphics card, why would you remove support for NVIDIA Frame Generation? You can have both Frame Generation and FSR 3.1 which is what Cyberpunk developers had done.

I have nearly 2,000 hours in ARK and been playing since 2015, but if the developers really just want to remove important features instead of fixing the issues than this was the last straw.

https://store.steampowered.com/hwsurvey/Steam-Hardware-Software-Survey-Welcome-to-Steam

Here is the issue with frame generation:
https://www.reddit.com/r/ArkSurvivalAscended/comments/1d9jbvf/ark_ascended_visual_bug/

https://youtu.be/6F3pURMsnZw
https://youtu.be/cTM-VnWnezM
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Zobrazeno 6175 z 77 komentářů
Jon 13. zář. 2024 v 2.10 
Ahhtaczy původně napsal:
Jon původně napsal:

The FSR 3 Frame Gen 3.0 and FSR 2.2 Super Resolution began to be developed 2 years ago, as well as its Super Resolution 2.2 which are the versions present in Cyberpunk 2077, they are old and outdated versions of a technology that was very innovative with the most recent versions, it would help people enjoy this game even more. I'm not saying that FSR 3.0 that was implemented is bad, it's definitely better than having nothing, but since the developers are developing a technology that fans have been waiting for, they should have implemented the latest versions where Frame Generation was decoupled from Super Resolution.
And I'm sorry if you're not able to understand or research it, I hope you can come to a true conclusion.
You are misunderstanding my statements, trust me I probably know more on this than you do. I have been following it since the very beginning of development both AMD's FSR, NVIDIA's DLSS & their respective Frame Generation and FidelityFX Frame Interpolation.

Read my statement below carefully please.

What I was stating is that you are able to use FSR 3 with DLSS frame generation & FidelityFX Frame Interpolation in Cyberpunk 2077. This is not debatable, I've tested this.

https://youtu.be/cQd11ekohgo

Certainly the master of magicians and you understand more about technology than all of us here, you deserve to be the best, you are the best master!
I'm sorry master for everything I said, it wasn't unintentional, I hope that the master of magicians, the duckling can forgive me for so much confusion.
All hail the best and wisest of wizards.
Jon původně napsal:
Ahhtaczy původně napsal:
You are misunderstanding my statements, trust me I probably know more on this than you do. I have been following it since the very beginning of development both AMD's FSR, NVIDIA's DLSS & their respective Frame Generation and FidelityFX Frame Interpolation.

Read my statement below carefully please.

What I was stating is that you are able to use FSR 3 with DLSS frame generation & FidelityFX Frame Interpolation in Cyberpunk 2077. This is not debatable, I've tested this.

https://youtu.be/cQd11ekohgo

Certainly the master of magicians and you understand more about technology than all of us here, you deserve to be the best, you are the best master!
I'm sorry master for everything I said, it wasn't unintentional, I hope that the master of magicians, the duckling can forgive me for so much confusion.
All hail the best and wisest of wizards.
Calm down dude, I was trying to prove my point. I'm sure you are knowledgeable on the subject too. But I just wanted to show you that you can use DLSS frame generation with FSR 3 in Cyberpunk 2077.

Though I wouldn't use FSR 3 myself because I have a 4070Ti, and NVIDIA DLSS does not have shimmering artifacts that FSR 3 does.

Keep it funny man, don't take my reply as being mean because I'm not trying to be.
Jon 13. zář. 2024 v 2.14 
Ahhtaczy původně napsal:
Jon původně napsal:

The FSR 3 Frame Gen 3.0 and FSR 2.2 Super Resolution began to be developed 2 years ago, as well as its Super Resolution 2.2 which are the versions present in Cyberpunk 2077, they are old and outdated versions of a technology that was very innovative with the most recent versions, it would help people enjoy this game even more. I'm not saying that FSR 3.0 that was implemented is bad, it's definitely better than having nothing, but since the developers are developing a technology that fans have been waiting for, they should have implemented the latest versions where Frame Generation was decoupled from Super Resolution.
And I'm sorry if you're not able to understand or research it, I hope you can come to a true conclusion.
You are misunderstanding my statements, trust me I probably know more on this than you do. I have been following it since the very beginning of development both AMD's FSR, NVIDIA's DLSS & their respective Frame Generation and FidelityFX Frame Interpolation.

FSR 3 is not the frame generation, its an upscaling technology, FidelityFX Frame Interpolation is AMD's frame generation feature.

Read my statement below carefully please.

What I was stating is that you are able to use FSR 3 with DLSS frame generation & FidelityFX Frame Interpolation in Cyberpunk 2077. This is not debatable, I've tested this.

https://youtu.be/cQd11ekohgo

It doesn't mean you have the latest computer, the latest released GPU make you smarter than like other people, you should pay attention that yes you can use FSR 3 Super Resolution which is nothing but FSR 2.2 Super Resolution designated with DLSS Frame Generation, but it will be impossible for you to do otherwise, use DLSS Super Resolution with FSR 3 Frame Generate. That's what I'm talking about here, thousands of Nvidia users still use RTX 20 and RTX 30 on their computers and many of them do have DLSS Super Resolution available, but they don't have DLSS Frame Gen available, so in this case FSR 3.1 Frame Gen should come in to support these thousands of people. As was the case with Spider-Man, Ghost Of Tsushima, Ratchet and Clank and several other releases with FSR 3.1 available.
Jon původně napsal:
Ahhtaczy původně napsal:
You are misunderstanding my statements, trust me I probably know more on this than you do. I have been following it since the very beginning of development both AMD's FSR, NVIDIA's DLSS & their respective Frame Generation and FidelityFX Frame Interpolation.

FSR 3 is not the frame generation, its an upscaling technology, FidelityFX Frame Interpolation is AMD's frame generation feature.

Read my statement below carefully please.

What I was stating is that you are able to use FSR 3 with DLSS frame generation & FidelityFX Frame Interpolation in Cyberpunk 2077. This is not debatable, I've tested this.

https://youtu.be/cQd11ekohgo

It doesn't mean you have the latest computer, the latest released GPU make you smarter than like other people, you should pay attention that yes you can use FSR 3 Super Resolution which is nothing but FSR 2.2 Super Resolution designated with DLSS Frame Generation, but it will be impossible for you to do otherwise, use DLSS Super Resolution with FSR 3 Frame Generate. That's what I'm talking about here, thousands of Nvidia users still use RTX 20 and RTX 30 on their computers and many of them do have DLSS Super Resolution available, but they don't have DLSS Frame Gen available, so in this case FSR 3.1 Frame Gen should come in to support these thousands of people. As was the case with Spider-Man, Ghost Of Tsushima, Ratchet and Clank and several other releases with FSR 3.1 available.
Then we are not arguing about anything, just talking about two different things.

FSR 3.1 would allow DLSS to be used with FidelityFX Frame Interpolation (just like ARK), that is correct. There are mods for this on Nexusmods (Cyberpunk 2077). I've heavily modded the game many times so I'm sure people who want this feature can do so.

Among them being AMD's FSR and FidelityFX Frame Interpolation are software based. (Plus Open Sourced)

NVIDIA's DLSS & Frame Generation being hardware based. (Not Open Sourced)
Naposledy upravil Ahhtaczy; 13. zář. 2024 v 2.28
Jon 13. zář. 2024 v 3.57 
DLSS Super Resolution and DLSS Frame Generation are open source and easy to implement, thanks to the Nvidia SDK, which brings together Nvidia's most sought-after technologies, such as DLSS, Reflex, and G-Sync, in one place. However, Nvidia's technologies are largely restricted to Nvidia hardware, whereas AMD also provides a substantial portion of its open-source technologies for download. The difference is that AMD publishes its technologies and makes them accessible to the general public, allowing everyone to benefit from them, whereas Nvidia focuses on solutions for its own users. Given that Nvidia holds over 70% of the market, it can concentrate its research and development on technologies tailored for its own users, as it has been doing.

https://developer.nvidia.com/rtx/streamline
https://gpuopen.com/fidelityfx-super-resolution-3/

Making a poor implementation of these technologies is not an excuse. Developers like CD Projekt Red or WildCard, who have full access to the game's source code, are expected to deliver the best implementation of these technologies for their users, who invest significantly in their games. Both DLSS and FSR are open source and publicly accessible, but the difference lies in the focus and target audience of each company.

I support DLSS being niche because Nvidia's technologies are excellent and have consistently performed well for me, unlike some open-source technologies designed for the general public. Nvidia's advanced features, such as PathTracing and RayTracing, come with a high cost but are instrumental in pushing the market to new heights.
Naposledy upravil Jon; 13. zář. 2024 v 4.12
Jon původně napsal:
DLSS Super Resolution and DLSS Frame Generation are open source and easy to implement, thanks to the Nvidia SDK, where Nvidia has brought together all of its most sought-after technologies, such as DLSS, Reflex and Gsync in one place, but as you have the technologies from Nvidia are largely restricted to Nvidia hardware, unlike AMD which also has a large part of its open source technologies ready for download, the difference is that AMD publishes its technologies and moves the general public, where everyone can take advantage of its technologies. and methods, different from Nvidia's focus is on its users. Taking into account that Nvidia has more than 70% of the market, it can focus its research on technology for its users as it has been doing.

https://developer.nvidia.com/sdk-manager
https://gpuopen.com/fidelityfx-super-resolution-3/

Making a bad implementation of these technologies is not an excuse, developers like CD Projekt Red or WildCard, they have full access to the game's open source, they can and should make the best implementation of these technologies for their users who invest in their games which are not cheap at all. Both DLSS and FSR are open source for the public and everyone has free access to the implementation, the difference as mentioned is the focus on which each company has and its final target audience.
I am in favor of DLSS being niched, Nvidia's technologies are great and have never let me down, unlike open source technologies made for the entire public. Nvidia has a high cost for its super-niche technologies such as PathTracing and RayTracing, but to a large extent it is these companies that push the market to a new level.
I also prefer and use NVIDIA GPUs, I've owned a few AMD CPUs but currently using an Intel I9. It is too bad EVGA does not make any GPUs anymore as they were my favorite 3rd party partner.

FSR using open-source spatial upscaling algorithm vs NVIDIA DLSS using hardware accelerated AI algorithm.
Jon 13. zář. 2024 v 4.16 
Ahhtaczy původně napsal:
Jon původně napsal:
DLSS Super Resolution and DLSS Frame Generation are open source and easy to implement, thanks to the Nvidia SDK, where Nvidia has brought together all of its most sought-after technologies, such as DLSS, Reflex and Gsync in one place, but as you have the technologies from Nvidia are largely restricted to Nvidia hardware, unlike AMD which also has a large part of its open source technologies ready for download, the difference is that AMD publishes its technologies and moves the general public, where everyone can take advantage of its technologies. and methods, different from Nvidia's focus is on its users. Taking into account that Nvidia has more than 70% of the market, it can focus its research on technology for its users as it has been doing.

https://developer.nvidia.com/sdk-manager
https://gpuopen.com/fidelityfx-super-resolution-3/

Making a bad implementation of these technologies is not an excuse, developers like CD Projekt Red or WildCard, they have full access to the game's open source, they can and should make the best implementation of these technologies for their users who invest in their games which are not cheap at all. Both DLSS and FSR are open source for the public and everyone has free access to the implementation, the difference as mentioned is the focus on which each company has and its final target audience.
I am in favor of DLSS being niched, Nvidia's technologies are great and have never let me down, unlike open source technologies made for the entire public. Nvidia has a high cost for its super-niche technologies such as PathTracing and RayTracing, but to a large extent it is these companies that push the market to a new level.
I also prefer and use NVIDIA GPUs, I've owned a few AMD CPUs but currently using an Intel I9. It is too bad EVGA does not make any GPUs anymore as they were my favorite 3rd party partner.

FSR using open-source spatial upscaling algorithm vs NVIDIA DLSS using hardware accelerated AI algorithm.

Regardless of the method developers choose to use, the focus should always be on achieving the best possible implementation. This includes listening to the community and opening doors to ensure that the overall experience is continually improved.

Sure! When comparing software to hardware, it all depends on the speed and efficiency of information processing. For example, this is evident in the comparison between software ray tracing and hardware ray tracing, or similar technologies that complement each other. Lumen Software is very effective and performs well, but it does exhibit small artifacts, especially when compared to Lumen Hardware.

In Unreal Engine, software ray tracing uses lower-quality mesh distance field representations, whereas hardware ray tracing utilizes the actual meshes. Hardware ray tracing generally offers higher quality, greater stability, and can be faster depending on the hardware.

In ARK Ascended, Wildcard didn't provide the option to choose between different rendering methods; they exclusively use Lumen Software for all rendering. While Lumen Hardware is more demanding, future advancements, particularly with the upcoming RTX 50 series, will likely refine ray tracing technology. As hardware ray tracing continues to evolve, the performance gap between software and hardware rendering will narrow, making the hardware rendering method increasingly worthwhile.
Naposledy upravil Jon; 13. zář. 2024 v 4.22
Jon původně napsal:
Ahhtaczy původně napsal:
I also prefer and use NVIDIA GPUs, I've owned a few AMD CPUs but currently using an Intel I9. It is too bad EVGA does not make any GPUs anymore as they were my favorite 3rd party partner.

FSR using open-source spatial upscaling algorithm vs NVIDIA DLSS using hardware accelerated AI algorithm.

Regardless of the method developers choose to use, the focus should always be on achieving the best possible implementation. This includes listening to the community and opening doors to ensure that the overall experience is continually improved.

Sure! When comparing software to hardware, it all depends on the speed and efficiency of information processing. For example, this is evident in the comparison between software ray tracing and hardware ray tracing, or similar technologies that complement each other. Lumen Software is very effective and performs well, but it does exhibit small artifacts that are hard to notice, especially when compared to Lumen Hardware.
I believe Fortnite is one game that has implemented both software and hardware Lumen. I could be wrong. Most noticeable differences between hardware and software lumen being the bounce lighting affecting dark areas and surfaces.

I do know that Fortnite which is a UE5 game like ARK also has performance issues when it comes to lumen and ray tracing on ultra settings. While games like Cyberpunk 2077 does not have these performance issues even with Path Tracing.

Here is a cool video:
https://youtu.be/xlLReDEU4Qw
Naposledy upravil Ahhtaczy; 13. zář. 2024 v 4.25
Jon 13. zář. 2024 v 4.25 
Unreal Engine 5.4 In Fortnite, playing at 4K with DLSS and Lumen Hardware (ray tracing) plus Nanite, I experience an average performance drop of 10% compared to using Lumen Software. This is with outdated hardware, specifically an RTX 3080 10GB GameRock.
Naposledy upravil Jon; 13. zář. 2024 v 4.28
Guess what, they still haven’t reimplemented NVIDIA FG yet even tho they said “We’re looking to restore NVIDIA Frame Generation ASAP”. ASAP my ass!!
I've just clean installed this 150gb of garbage to tell you guys - still no DLSS FG and game works like crap at the moment. It was smooth 90-144 fps on 4080, now it shows 70-80 but feels like 40 with stutters.

Wake me up when they fix FG, without it this game is a laggy mess.
Ahhtaczy původně napsal:
So instead of fixing the current DLSS Frame Gen issues your going to completely remove DLSS Frame Gen from the Game... Then force everyone to use the AMD FSR which looks and performs worse than DLSS Frame Gen.

I don't have issues with Frame Gen in any other game, not even Cyberpunk 2077 with Path Tracing enabled which looks betters and performs better than ASA. Its the game itself that is the issue.

This is not an AMD hate train, I own intel, AMD, and NVIDIA hardware. But the fact is that 76% of steam users are using a NVIDIA graphics card, why would you remove support for NVIDIA Frame Generation? You can have both Frame Generation and FSR 3.1 which is what Cyberpunk developers had done.

I have nearly 2,000 hours in ARK and been playing since 2015, but if the developers really just want to remove important features instead of fixing the issues than this was the last straw.

https://store.steampowered.com/hwsurvey/Steam-Hardware-Software-Survey-Welcome-to-Steam

Here is the issue with frame generation:
https://www.reddit.com/r/ArkSurvivalAscended/comments/1d9jbvf/ark_ascended_visual_bug/

https://youtu.be/6F3pURMsnZw
https://youtu.be/cTM-VnWnezM


This week I bought an RTX 4060 Ti for fram gen and I had an RX 6600 and I bought a new card because there was no FSR. If I bought a 7800 XT it would have been better than switching to Nvidia cards
Not anything about FG yet or is it over for good? There's some nvidia frame generation files you can install in the game but it doesn't even work anymore.

FSR is completely garbage, the input lag is huge. Frame Gen was so good and they just removed it, just because.
Gio původně napsal:
Not anything about FG yet or is it over for good? There's some nvidia frame generation files you can install in the game but it doesn't even work anymore.

FSR is completely garbage, the input lag is huge. Frame Gen was so good and they just removed it, just because.

It works now, i think. ON by default for RTX 40XX cards, like AMD FG ON by default for others.
Ragnar původně napsal:
Gio původně napsal:
Not anything about FG yet or is it over for good? There's some nvidia frame generation files you can install in the game but it doesn't even work anymore.

FSR is completely garbage, the input lag is huge. Frame Gen was so good and they just removed it, just because.

It works now, i think. ON by default for RTX 40XX cards, like AMD FG ON by default for others.
I will explain to everyone how ARK is doing DLSS and FG.

Default settings for ARK ASA currently as of 2/24/25 on PC is using Nvidia DLSS in combination with AMD's Frame Interpolation (FG). There is an option to enable AMDs FSR but only through commands. They removed the option for now to use Nvidia's frame generation because it was causing visual glitches and crashes. They said they would restore this setting but its been many months now so I'm guessing it will be updated when the engine update comes out scheduled for March.
Naposledy upravil Ahhtaczy; 24. úno. v 12.19
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Datum zveřejnění: 20. čvc. 2024 v 16.10
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