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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.
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.
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.
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)
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.
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.
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
Wake me up when they fix FG, without it this game is a laggy mess.
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
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.
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.