• Competitor rules

    Please remember that any mention of competitors, hinting at competitors or offering to provide details of competitors will result in an account suspension. The full rules can be found under the 'Terms and Rules' link in the bottom right corner of your screen. Just don't mention competitors in any way, shape or form and you'll be OK.

Cure for 4k gaming without SLi

Soldato
Joined
1 Dec 2015
Posts
18,512
http://www.overclock3d.net/news/gpu...es_shading_is_supported_in_shadow_warrior_2/1

seems a smart idea , should work in certain genres . Would prefer the ability to select how much of the screen is rendered in full res rather then getting the option of the quality of the edging .
Some games may prefer, specially on wide screen to have a top and lower band of quality on the top and bottom with full res spanning the full length of the screen.
 
As long as you(the user) can turn it off.. I can see some devs quickly use this method to gain some fps in their horrible ports because they cant be bothered or are not allowed by the publicer to spend the time needed to do some proper optimizing. I personally would not like to run with that turned on, on a regular monito, but i do think it would be a sweet option for those who dont have the top tier hardware to gain a bit of performance.
 
Interesting idea and, as it mentions, taken from the concept of foveated rendering for VR.

I hope it takes into account the UI of games though, since elements are almost always towards the outside of the screen. It would be glaringly obviously if your ammo numbers (or whatever) were very low res and blurry.
 
I wonder if it really is in box format. If so, does that mean in FPS games your head will be rendered at 60% compared to your body at 100%. I would think this could look really bad in places and camera positions would be set to suit.

However if it did what GOW4 does in that you select either a character or terrain models or specific terrain models in game even to render at different resolutions I could see that working to gain performance.
 
Interesting idea and, as it mentions, taken from the concept of foveated rendering for VR.

I hope it takes into account the UI of games though, since elements are almost always towards the outside of the screen. It would be glaringly obviously if your ammo numbers (or whatever) were very low res and blurry.

I can't see this tech producing blurry or low res. I suspect it will reduce effects such as ambient occlusion, lighting etc none of which benefit your ammo counter. If implemented well it would be unnoticeable.
 
Back
Top Bottom