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It was a waste of time anyway.
So you don't want any help and wrote this whole book for nothing?
If you set your game to [1080p@100% ingame res-scale], your game requires the same or less GPU-power, and LSFG only has to process 25% of the pixels it would have at 4k. You would combine this with using LS to scale this 1080p frame up to 4k. Drastically improving performance, at only a minor loss in image quality.
LSFG's "Resolution scale"-slider now allows you to mitigate some of the cost of LSFG at high resolutions, but it's still an extra step and noticeably increases artifacting at lower settings.
Also to help anyone possibly going on the same path as me; just more data.
If no one's gonna read it, then so be it, I'll enjoy myself I guess.
And it's a good thing you posted that, but you could have fitted all those info into muuuch less text. Then more people would actually read it.
Does DLSS quality on 1600P render on 1200P or is it slightly higher?
I have to admit I've never actually bothered to test how the game runs on 1200P without any upscaling at all, so I'll try this today.
Although the main reason I use DLSS is actually the anti aliasing it comes with, so I don't know what the visual would look without it.
I guess I didn't make it very clear, but main intent with this whole experiment was to be able to run Silent Hill 2 about as smooth as I could and eliminate all stutters at no cost to visuals.
I don't intend on getting more performance out of it at any cost since it's perfectly playable at a stable 45 | 90.
I'll give your suggestion a try and see how it'll look.
The internal render resolution is 1067p with DLSS Quality on 1600p.
https://www.reddit.com/r/nvidia/comments/oymxyp/comment/h7txr8n/
DLSS settings correspond to a percent-of-axis value.
I believe the above values still hold true for DLSS 3.
Your'e going to run DLAA if possible, TAA otherwise. The quality of TAA differs per implementation and ranges from way better, to way worse then DLAA. One major difference though is that you're less likely to encounter smearing/ghosting in TAA.
See, this is information someone can do something with.
In this case i'd start by establishing a framerate at which you are effectively CPU-"unlimited". I'd then settle for a ratio of 2x, because; "at no cost to visuals". I'd then figure out the best trade-off between in-game DLSS setting and a Custom "Scale factor" in LS.
I guess with 1200P at 100% resolution with no scaling, I'd have a small performance hit compared to DLSS Quality on 1600P.
I'll see how it goes.
Regarding the anti-aliasing, DLAA has always looked great to me in every game, but I'll have to see if it'd tank my frames too much without DLSS alongside it.
I'll run some tests today.
Stay at 1600p with DLSS, it makes no sense to switch to 1200p without DLSS. Less fps, less quality.
Because at the moment I'm running two layers of scaling on top of each other which I guess sounds dumb, but I thought it helped with the overall image stability and perfecting any possible DLSS artifacts.
If I did turn off DLSS and went down to 1200P, I'll see if LS does a better job than DLSS...
Wait, wtf am I saying.
My brain don't brain no more.
I'll get back to this later.
DLSS Quality is only 1067p at 1600p, even Balanced would look good and use much less GPU resources than 1200p native plus TAA.