Half-Life: Alyx

Half-Life: Alyx

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Can we haz DLSS 2.0?
Nuf said.
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Exibindo comentários 115 de 24
The deep 11/abr./2020 às 17:58 
No.
Ross 11/abr./2020 às 18:52 
Source 2 doesn't has DLSS support.
SilentBoy741 11/abr./2020 às 19:15 
A game that requires VR and a 2080 upgrade? Oh the rage, THE RAGE!!!
Ross 11/abr./2020 às 19:16 
Escrito originalmente por SilentBoy741:
A game that requires VR and a 2080 upgrade? Oh the rage, THE RAGE!!!
The 2060 isn't that expensive though, and supports DLSS
funkyboymonkeyboy 11/abr./2020 às 19:18 
Lighting in Alyx is pre-rendered. I don't think DLSS would help..
Ross 11/abr./2020 às 19:22 
Escrito originalmente por funkyboymonkeyboy:
Lighting in Alyx is pre-rendered. I don't think DLSS would help..
DLSS has nothing to do with lighting, you're thinking of ray tracing. DLSS upscales the game from a lower resolution with AI to keep all the detail while improving performance.
Última edição por Ross; 11/abr./2020 às 19:23
janks 11/abr./2020 às 21:12 
I’d rather see VRSS.
Nyuu 12/abr./2020 às 2:01 
in a VR game? doubt it
Tusk 12/abr./2020 às 2:05 
Escrito originalmente por ok:
no need, it have dynamic super sampling
DLSS is waaaaay better than any other SS I've seen. Check out Digital Foundry Control DLSS 2.0 video. The only way he could tell 4k native and DLSS 4k apart was by the framerate while testing, and you gain 70%+ performance in a game. For VR that would be crazy beneficial.

https://www.youtube.com/watch?v=YWIKzRhYZm4
Última edição por Tusk; 12/abr./2020 às 2:50
gyroninja 12/abr./2020 às 2:09 
As a note the game already dynamically changes the resolution and upscales / supersamples to the displays resolution.
gyroninja 12/abr./2020 às 2:15 
Escrito originalmente por weich:
in a VR game? doubt it
This would be an interesting thing to analyze. With upscaling the image may not be coherent between the two camera locations (your eyes). Perhaps a machine learning approach could come up with a way that could improve on that.
Vincent294 12/abr./2020 às 2:42 
Escrito originalmente por janks:
I’d rather see VRSS.
Up on that, the GTX 16 series only has VRSS, so more cards would be supported. I don't expect them to prioritize such given Linux support and level editor work that needs to be done, but it would be nice. Heck even Intel does VRSS and I believe Big Navi is adding it too.
Tusk 12/abr./2020 às 2:54 
But VRSS is done on the driver side, not game side, you can turn it on.
Variable Rate Supersampling (VRSS) expands on Turing’s Variable Rate Shading (VRS) feature to deliver image quality improvements by performing selective supersampling. This can also be selectively engaged only if idle GPU cycles are available. VRSS is completely handled from within the NVIDIA display driver without application developer integration.
source: https://devblogs.nvidia.com/nvidia-vrss-a-zero-effort-way-to-improve-your-vr-image-quality/
janks 12/abr./2020 às 3:00 
Escrito originalmente por Tusk:
But VRSS is done on the driver side, not game side, you can turn it on.
Variable Rate Supersampling (VRSS) expands on Turing’s Variable Rate Shading (VRS) feature to deliver image quality improvements by performing selective supersampling. This can also be selectively engaged only if idle GPU cycles are available. VRSS is completely handled from within the NVIDIA display driver without application developer integration.
source: https://devblogs.nvidia.com/nvidia-vrss-a-zero-effort-way-to-improve-your-vr-image-quality/

Nvidia still needs to add support in the driver for VRSS on a per game basis. You can see a list of currently supported games in the article you linked.
Tusk 12/abr./2020 às 3:06 
Those are just the verified games. You can apply and have your game show up there. But either way it has nothing to do with Valve implementing it, other than they might need to implement forward rendering for MSAA for DX11 support. Since the game works on Win7 I'd imagine it uses DX11 still.
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Publicado em: 11/abr./2020 às 15:30
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