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@DrRyanSkelton @Meemoo @Xeraser @ninja8tyu Bad? Kind of a subjective matter. The way it's being used though is atrocious.
DLSS/FSR/XeSS in theory should be a way for lower end hardware to push slightly higher resolutions than it normally could through usage of AI and some specialized hardware and systems. In reality, devs just stop giving a shit and optimize the entire game for whatever the newest XX90 card is out at the time and then everyone else is forced to rely on DLSS to have anything work.
Pretty much a problem of it no longer being optional, but the tech in itself is actually slightly intensive on the system and looks worse than native rendering, can often leave ghosting and many other artifacts. Again, would be fine if it were only used to push weaker hardware to its limit.
Also there's frame generation which is a literal joke technology that I refuse to believe people actually trust, it makes fake frames through AI interpolation. Sure it technically works, but the game doesn't have any of the benefit of the added frames, so you're still playing an unresponsive 10 fps mess with the added bonus of pretending it's 60fps.
- :gura_sus: 1e+6 litres :flag_china: and Meemoo like this.
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@Iffine @DrRyanSkelton @Xeraser @ninja8tyu
>the 4090 barely pushing 60 fps at 4k on dragon's smegma 2
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@DrRyanSkelton @Meemoo @Xeraser @ninja8tyu To give an example of DLSS' ideal vs it's reality, I'll use a basic example of a non-unreal engine 5 game I've played recently where it was mandatory for stable running. Stranger of Paradise FFO runs like shit even trying to run at 1080p, it's bad. DLSS attempts to fix this by running at around 50? 75? somewhere in that range percentage of the resolution. It doesn't, because what used to be taken up to render natively is now taken up rendering natively at the lower resolution and applying DLSS. I have had to run it at 25% render resolution through modifications to the DLL for the DLSS rendering to mostly have a stable 1080p 60fps, and at that point visual issues can become bad. It also still sometimes dips below 60 but I blame the particle effects and hair/fur for that, that shit's so unoptimized you'd think it was made for a CG movie rather than an action game.
Now, this is koei tecmo, they're the kings of bad PC optimization. Yet this is becoming an increasingly common method of dealing with your game's issues. Throw DLSS on it and leave the players to fix the issues from there (which you can't if there's anti-cheat because then programs like SpecialK dedicated to fixing developer incompetence can't hook). It's why so much hate is generated for this tech, it can look much worse and often be just as unoptimized as the native running, but everyone from game engine creators, to the GPU companies, to the game devs are all treating it like it fixes every problem and optimization is a thing of the past.