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Performance mode is off. I didn't notice a difference between Borderless and Windowed.
I did disable the steam overlay though and it seems like it's a bit less noticeable but it may also be placebo. So the thing is that it definitely has to do with how fast the camera turns around the character... at slower speeds it's not noticeable so if I try the controller instead of my mouse on my 4k TV later disabling the steam overlay then maybe it's already good enough. I'll report back.
Since I happen to have that game I tried it as well and the head flickering is even worse there. I didn't experiment much with the settings though, I expect DLSS Frame Generation doesn't play nice with Lossless Scaling... but so it's not an Elden Ring specific issue and it's also not engine specific since both games run on completely different engines.
Frame generation issue? Elden Ring doesn't have some inherent frame generation to get up to 60 does it? And even if so, it shouldn't be triggered running on a 4090....
Ideas?
The problem is not specific to games. Flickering when LSFG is activated. During frame rendering, flickering and Gosting occur around the character and sometimes on objects. I think the software developer friend is aware of the situation. I expect at least an explanation from him.
@CoreCell: And I don't mean the small ghosting around the edges of a character which I gladly accept. It really looks like every second frame the entire head is missing, you look through the character's head and see the background. If anyone here ever owned Nvidia 3D glasses you probably know exactly what I'm talking about when I say flicker.
The curious thing is that you don't have this effect from the shoulders down. Why would that be? If I turn my character with fast camera turn speed their hips move at about the same rate in relation to the background as their head does, why would one disappear entirely every second(?) frame while the other is 100% fine and shows no signs of flicker whatsoever.
I thought it may have to do with where the center of the screen is and that this area updates slowest for some reason but when I tilt the camera up so that the hips are in the center it's still the head that flickers...
You probably can't fix the ghosting without motion vectors. The ghosting that IS (and will be) there however, should be smooth and constant.
Very VERY maybe this has to do with the location of the head (centre of screen? like a crosshair?) triggering some UI-exclusion algorithm. Or the lack of movement in the head area.
But these mostly sound like temporal artifacts / jitter. If they are, you should mostly be able to prevent these by using RTSS to limit both LS and your game using exactly identical settings. Which happens automatically when using only the "Global" profile. That way both the game and LS are marching to the same beat, so to speak.
I'm using an RX 580 8GB 256 Bit
The only things that help a bit are a higher base framerate and resolution, and using x2 framegen without Performance mode.
Gonna try this. I wonder if this is an issue with specific AMD cards tho
The flickering head thing during rapid mouse movements is universal.
No, I have a Geforce RTX 4090 and it's the same issue.
If this gets fixed, this software is flawless as nothing else seems to be a problem atm.