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Αναφορά προβλήματος μετάφρασης
I know LSFG's resolution scale allows you to decrease this cost, but it also noticeably increases artifacting below ~75%.
Not disputing btw that highest ingame-res+DLSS looks better.
65% should be fine though at 1600p, that's 1040p for the framegen.
Yes, recommended is 50% for 4k, 75% for 1440p and 100% for 1080p, but I don't care, I also go for at least 75% at 4k and above if my GPU can handle it.
The following results are from the opening area where the game is supposedly the most intensive, (which might be true because the system load seems to have only gone slightly down the longer I've advanced into the game, P.S: I genuinely can't NOT type too much details!)
Throughout all the tests, all the graphical settings are completely maxed out, and the CPU is sitting around mid 70s while GPU is around mid 80s.
The "Resolution Scalability" option in advanced graphical settings is also set to 200% and I couldn't tell you what it does to save my life, so after too many tests, I've just left it there.
Also these framerates are almost completely stable so there's no accounting for stutters and frametime spikes since I'm not leaving the area for UE5 to ♥♥♥♥ me over:
- 1200P with 0 upscaling, fullscreen, (and I'm guessing with the baked in anti-aliasing): low 20s.
It looks like a painting, photographed with a $5000 camera.
Sadly at this framerate, it is a photograph since I can't properly tell you what it looks like in motion.
- 1200P windowed (not borderless), no in-game upscaling, LS1, 1.3 factor, LSFG at 70% and X2, DXGI API: around 15.
Massive amounts of warping around James himself when moving the camera.
- 1200P, DLSS ultra performance, no LS, fullscreen: high 80s.
Looks almost fine aside from jaggies on all vertical and horizontal lines and smearing in distance details.
- 1200P, DLSS performance, no LS, fullscreen: mid 70s.
Less smearing, same jaggies.
- 1200P, DLSS balanced, no LS, fullscreen: high 60s,
No smearing, jaggies more prominent on vertical lines (♥♥♥♥♥♥ hate those more), with a few on the much longer horizontal ones.
- 1200P, DLSS quality, no LS, fullscreen: mid 60s.
Slightly more tolerable jaggies.
- 1600P, DLSS ultra performance, no LS, fullscreen: high 70s.
No smearing I can see, same annoying jaggies more prominent.
- 1600P, DLSS performance, no LS, fullscreen: low 60s.
Tolerable jaggies.
- 1600P, DLSS balanced, no LS, fullscreen: mid-high 50s.
Very tolerable jaggies.
- 1600P, DLSS quality, no LS, fullscreen: low-mid 50s.
I wish I could tell you there were no jaggies.
Except they still ♥♥♥♥♥♥ exist, they're still there, just much harder to spot unless I'm fixated on finding them (which I sometimes am).
1600P, DLSS quality, no LS upscaling, LSFG 3.0 at 70% and X2, DXGI API: high 40s base.
I "feel" like there's artifacts in distance when moving the camera, but can't exactly see them.
Like an invisible enemy I'm about to encounter in not too long from now, but can feel it presence there!
1600P, DLSS balanced, LS1, 1.3 factor, LSFG at 70% and X2, DXGI API: mid-high 50s base.
I would go with this if it weren't for the vertical jaggies taking away my attention from the game, it almost looks perfect.
1600P, DLSS quality, LS1, 1.3 factor, LSFG at 70% and X2, DXGI API: low 50s base.
What I originally settled with.
Unless I'm going insane (which is extremely likely and that's not even related to the game or Lossless Scaling) this looks perfect!
It looks like 1200P (no scaling) in terms of clarity, except it's no longer a photo and is fully animated.
These findings are just to have some more data out for the sake of having them, in case they help anyone at all at some point when they're googling around.
Coming full circle, I'm actually just gonna go back to what I had originally settled on (unless there's any suggestions you think could magically increase my performance while keeping visuals at the same level, which sounds dumb but I can totally imagine it's possible since Lossless Scaling runs off black magic!)
Somewhere along the line I completely lost track of what I was even trying to go for, which is why I made my last comment.
All the going up and down the scales and then compensating back for each one gives me an aneurysm sometimes.
Maybe in 10 years they'll finally optimize UE5's asset streaming so we can come back and experience these games perfectly.
Or if not, I guess RTX 9090 and DLSS 10 will do Epic's work for them way before Epic themselves do.
https://drive.google.com/file/d/1yj1Wu36ifWPcf_G55FkE35bijOrXGwO5/view?usp=drive_link
I'll try X3 and X4 a bit later, but X2 is honestly just perfect.
Random question but do you think it would one day in the future be possible to run Lossless Scaling over fullscreen?
I don't know squat about programming but I know there's a reason that's not possible, but could that change down the road?
I'd die to an overdose of magic if that ended up happening someday.
Thanks again!