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4A Games update Metro Exodus, new engine, Ray Tracing GPU now required

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.
 
If it is as simple as a click and install then why does it not support all game engines?

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.
 
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.
 
Thanks for kindly explaining as I was a little worried that the way I worded it might trigger some people.

A huge part of game development is building an illusion (for instance https://youtu.be/NbpZCSf4_Yk?t=1429 ) and often you have to get very creative at engine level with features to implement effects, etc. that aren't supported by default by the rendering API, drivers and hardware often with each developer having a little different idea of how to provide a solution - which makes it very difficult for something like DLSS to just be plug and play over a wide range of engines. But when someone builds on top of Unreal Engine their product is much more likely to conform to the standards of the engine so a plugin for that engine should work with most products especially any that simply use standard features of that engine.
 
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.

It is just click and install, done (for unreal engine). However like all good tools, it has configurable options that the developer can play with if they wish - but certainly if you are lazy or time constrained you can have DLSS in your unreal game in 5 minutes, done.
 
The terrain hight map i made myself in World Machine, its textures are generic mundane stuff, the foliage is stuff i bought from the Unreal Engine Market Place, its content for Unreal Engine, no trouble at all but there really isn't anything there.

No RTX is enabled.

I do have foliage and other assets that i made myself and those have and some still are giving me a migraine with DLSS...... "oh i just downloaded it for this fully completed project and 'it just worked'" no, no it didn't.

1440P when when Youtube is done encoding butchering it.

 
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.
 
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.

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.
 
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.
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.

I'll be happy that we get a standardised and slightly improved solution in the first place, the rest is gravy.
 
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Can't wait for this to drop on the 6th. DF video was great game looks amazing.

Time for my second play through, first one on GTX 1080!

Doesn't even seem to affect performance too much.
 
I see this has just been discretely added (no notification or pictured tile, just text next to the original game) to my Steam library and is available to download. I just wanted to check my understanding regarding the DLCs; has the main game plus both DLCs been completely overhauled with the enhanced ray tracing? I've got in my head that one of the DLCs already had an enhanced RT feature? I recently just finished a second playthrough but have yet to playthrough SAM's Story DLC. Just wondering if playing it on the enhanced version will be different to the original and therefore worth the big download for now...
 
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