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If it is as simple as a click and install then why does it not support all game engines?
It will be click and install for Unreal Engine projects - other game engines will use different approaches in some cases varying degrees of standard and non-standard implementations.
In this case its specifically made for Unreal Engine, its a Plugin.
It is very easy to install and turn on, but that's not necessarily the end of it, even if 'in theory' it should be.
Thanks for kindly explaining as I was a little worried that the way I worded it might trigger some people.
In this case its specifically made for Unreal Engine, its a Plugin.
It is very easy to install and turn on, but that's not necessarily the end of it, even if 'in theory' it should be.
Why do you think they can't have the same information? You don't need "tensor cores" to do the same work, it's just gonna be a bit slower, RDNA 2 has the units to do the require math.Without the additional information though you can't fill in the gaps - you can get some very nice edges to mask the lower resolution but there will be a missing level of detail within objects vs DLSS.
Why do you think they can't have the same information? You don't need "tensor cores" to do the same work, it's just gonna be a bit slower, RDNA 2 has the units to do the require math.
Right, I don't think FSR will be like DLSS, but I'm saying that in theory they can do the same if they want to (with the hw they've already shipped). Instead they'll just have a universal TAAU to integrate into the various game engines (and for consoles, and mobile) which tbh I've said is what they should do from the start (TAAU + VRS + CAS = good to go). In the end it's simpler & the benefits of DLSS will not be so significant for the 99.9% of people who don't follow this stuff in the first place such that they'll care, so people will be happy regardless as the IQ delivered will still be above the usual checkerboarded solutions they used to get. The truth is the # of pixels you get past 1440p is excessive and that's why the relative differences between these approaches (and indeed native 4K itself) will be forgettable outside of GPU warring on forums.None of the information so far suggests they will be using a similar approach to reconstructing missing information. What little has been talked about sounds similar to the kind of "AI" upscaling done on higher end projectors, etc. which is more of a dead reckoning approach.
4A Games Clarifies It Didn’t Actually Evaluate AMD Super Resolution Yet and Was Referring to Existing FidelityFX Techniques
https://wccftech.com/amd-super-reso...ing-techniques-and-wont-be-added-to-the-game/
4A Games Clarifies It Didn’t Actually Evaluate AMD Super Resolution Yet and Was Referring to Existing FidelityFX Techniques
https://wccftech.com/amd-super-reso...ing-techniques-and-wont-be-added-to-the-game/