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回報翻譯問題
Of course it always depends on what settings you tone down, where as some video options make almost no difference and some could be huge. An example is texture quality, in some games, going from Low quality to Medium quality is a HUGE difference. Others, it might only change when you go from Low to High or above that. In those instances, even going from Low to High might not even change your fps difference but grant you a huge change in quality.
I'm one where I like to tweak every single option to get the best possible quality, while gaining a usable (to myself) framerate. This changes depending on the type of game. For a shooter or something where you are quickly moving I like to get 75+ fps. If it's an RPG or an RTS I can deal with 45+ fps, well technically 48+ fps since my monitor's Freesync range is 48-120.
Now when I am getting 30-35fps out of the options I'm selecting for the preferred quality I want to play the game at, say Edge of Eternity for instance on my 5120x1440 resolution then using FSR to gain a 40% boost in framerate without a discernible difference I am ecstatic about that since it will get me closer to that minimum I like.
All the games I've played over the years I've done everything to change these settings and more to get what in this range. I've done the resolution scale, actual resolution reduction, every video option tweak, overclocks, etc. There is just sometimes instances you wish you had that extra 25-50% more performance without sacrificing more quality than you'd wish. This is one of those methods that will now be available.
If you want to say, well we have TAAU is most games and get similar performance. You might be right at the similar performance with similar quality. However, almost all games I've used TAA in I cannot stand the motion blur that is present. I'm curious if future games can give us more of an option to completely avoid TAA and use maybe MSAA/SMAA/SSAA. Heck, I'd even take no-AA and use a VSR or a higher resolution multiplier along with FSR to get a more pleasing result.
I do agree with you on that this isn't DLSS, I never thought of it as being identical. But it is an alternative, it does provide you additional performance, and it is open source, with a possible bigger footprint than DLSS can provide. I'd much rather have both available to use, but if it's a case where a developer can just dedicate a few hours to implement FSR vs spending days or weeks of resources to implement DLSS then the choice would be easy for me.
Gamers looking to replace their rx580/480 or gtx1060 will need to wait for a new class of GPU that's lower than the XX30series but magically performs as well as the rtx3060 if they want a decent performance increase for the money after 5-6years.
Prepare for the gt3010 at $180.
Digital Foundry was the only reviewer I saw comparing FSR to lower-res TAA, and they showed TAA looking equal or better with similar performance benefit.
DF actually made an error while doing that comparison where he didn't disable DoF when TAA was enabled, which led to the blurriness. A user on reddit went into much more detail and breakdown where you can correctly see the comparison. Alex at DF did end up acknowledging it, but not sure if he'll make the correction in their video (definitely should). I'll link the reddit post below. Go ahead and check it out, pretty great break-down from the user.
https://www.reddit.com/r/Amd/comments/o6skjq/digital_foundry_made_a_critical_mistake_with/
I'm guessing you meant to say they left DOF on for FSR (not for TAA)...or was that not a typo and you mean the already sharper TAA was actually supposed to be even nicer-looking?
I did mean to say they left DOF on for FSR, sorry about the typo. Actually TAA looks worse to me in some games than native (just standing still, obviously when moving it's worse).
That might not be too far off.
I changed from a 970 to a 2080ti and maybe got like 25% improvement.
FPS is still all over the place and drops to as low as 30ish on some actions. If locked to 60fps it is still choopy and a rocky ride.
So I doubt any GPU will really make this issue go away. The issue seems to be elsewhere. CPU is almost idle most of the time, so that's not it either.
Maybe the developers can sheed some light on this in a dev blog at some point.
Would be interested in what makes the game run smoother. 7D2D certainly is a game I would upgrade my hardware for, if I knew what the actual problem was. ;-)
https://www.amd.com/en/technologies/radeon-software-fidelityfx-supported-games
I own 3 of those listed. I usually play Ghost Recon in Vulkan lately, so I can give it a comparison. Only CAS is supported on it though, so that won't be a full utilization of the tool.
I have tested it multiple games direct x 11&12 and vulkan and only game which it does not work is 7 days to die.
Why it is not working? I have tested it on Directx 11 mode and also that vulkan mode but with both only the sharpening filter is working.
Is 7 days to die using something which breaks Nis and could devs fix it(easily i hope)
IF the Nvidia ImageScaler is a simple driver option that doesn't the game to implement/change anything, then I'm guessing it should work, BUT I'm pretty sure that's not how their upscaler thingy (FSR alternative) works. I'm pretty sure the game still needs to support it, and that probably needs the Unity HDRP change that isn't going to happen for 7Days.
I'm not super happy to hear this, BUT I'm at least happy that the devs are willing to say it up front like this so I don't get hopes up for nothing.
Features like DLSS, Raytracing, FSR, etc require UnityEngine's HDRP/HighDefinitionRenderPipeline...and switching the game over to this would take a large amount of time that the devs aren't going to spend on these things.