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*** The AMD UDNA Rumour Mill *** (next generation architecture)

But quite a few people here were and still are native only users. Each to their own I guess.
Well when you only play DayZ you have no choice and I dont think DayZ will ever get any of this tech, maybe DayZ 2 when it arrives in about 5 years time :cry:
 
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Digital Foundry coined that native is defunct last year when John stated as such and that people should just forget about this whole bumming of "native or nothing" mentality that a weirdly large portion of PC gamers have for some reason. Look at the scene now, DLSS 4 produces as good as or better than "native" in many games, it's not just about upscaling, it's also about AA which DLSS does better than any other method currently available. DLAA works well too but doesn't have the performance of DLSS-SR.

Plus the fact you can use the latest SR model preset in any game that supports DLSS (or inject it into FSR only games) is another bonus.

It is funny though, now that consoles and AMD are on the wagon, it will be praised by various members of the online community and suddenly RT/PT are amazing to those eyes.

Is bound to happen that once people have sufficiently enough powered cards (AMD included), alongside games that do make good use of PT/RT, the scale will change. Always has been this way. I expect next gen games to give that WoW factor that current gen games kinda lacked.

What a time to be alive! :cry:

Two Minute Papers guy ? :p
 
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Thankfully they realised that was not a good look and their last GPU ended up a lot better on price/perf than their Nvidia counterpart.
 
Look at the scene now, DLSS 4 produces as good as or better than "native" in many games, it's not just about upscaling, it's also about AA which DLSS does better than any other method currently available. DLAA works well too but doesn't have the performance of DLSS-SR.

While DLSS 4 can produce an image arguably better than native it still isn't perfect when it comes to ghosting and fast movement artifacts, while I'm happy enough with DLSS 4 and 2x FG for single player games when the base FPS is high enough I still don't find it ideal for online multiplayer. Hardware and software is going to need to make quite a bit of progress for that on PC though you can get away with more on console.
 
Not to belittle game development costs, but one of the major reasons why games aren't "bigger" is the cost of making big games. At least big area games which aren't Bethesda-empty.

As far as specs of next gen goes more RAM is still the biggest thing IMO. Yes, upscaling, RT/PT etc. are important but more memory is too and 32GB - for example - would really move things forward.

I'm also hoping for some kind of AI framework either at the engine level or as part of the PS6. At the end of day a lot of games suffer from poor AI and poor NPCs. Yes, just plugging a AI framework in won't do wonders for NPC interaction and could interfer with the storyline if given too much freedom, but some basic things really could benefit from better AI for NPCs and enemies. If the AI hardware is only to be used for upscalers then I would call next gen a failure.
 
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While DLSS 4 can produce an image arguably better than native it still isn't perfect when it comes to ghosting and fast movement artifacts, while I'm happy enough with DLSS 4 and 2x FG for single player games when the base FPS is high enough I still don't find it ideal for online multiplayer. Hardware and software is going to need to make quite a bit of progress for that on PC though you can get away with more on console.
It's down to implementation by the devs not the tech itself, and of course engine, UE5 has ghosting issues even without upscaling for example, yet in BF6 there i no ghosting using DLSS and there's no need to use FG either as Frostbite is well optimised.
 
Not to belittle game development costs, but one of the major reasons why games aren't "bigger" is the cost of making big games. At least big area games which aren't Bethesda-empty.

As far as specs of next gen goes more RAM is still the biggest thing IMO. Yes, upscaling, RT/PT etc. are important but more memory is too and 32GB - for example - would really move things forward.

I'm also hoping for some kind of AI framework either at the engine level or as part of the PS6. At the end of day a lot of games suffer from poor AI and poor NPCs. Yes, just plugging a AI framework in won't do wonders for NPC interaction and could interfer with the storyline if given too much freedom, but some basic things really could benefit from better AI for NPCs and enemies. If the AI hardware is only to be used for upscalers then I would call next gen a failure.


Unfortunately more resources will be put into compression and trying to get away with lower quality assets. RAM prices have recently skyrocketed and AI demand for memory as such that its tough to justify. Recently Sony specifically mentioned RAM/Memory costs is a major sticking point for its next gen PS6 console and they are looking for ways to get away with less RAM, and rumors are for the PS6 to be trying to use a small bus as well, around 160bit, so now you likely have your next gen console being memory capacity limited and memory bandwidth limited
 
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while I'm happy enough with DLSS 4 and 2x FG for single player games when the base FPS is high enough I still don't find it ideal for online multiplayer.

I struggle to believe that!

I've been playing COD MW3 hardcore mode MP daily since release, starting with an AMD card using FSR/FG/Anti-Lag, then later switched over to Nvidia, using DLSS/FG/Reflex, and it's rare that I don't win a match or come very close to doing so - I 'only have' a 165Hz monitor, I use Wifi and I don't even own a Wifi6 router, nor fast internet... I also play some CS2, and again, no competitive bottleneck.

The Nvidia experience has been slightly better, but I wouldn't say I gained any competitive edge, the only difference was the image quality with DLSS vs FSR.
 
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I struggle to believe that!

I've been playing COD MW3 hardcore mode MP daily since release, starting with an AMD card using FSR/FG/Anti-Lag, then later switched over to Nvidia, using DLSS/FG/Reflex, and it's rare that I don't win a match or come very close to doing so - I 'only have' a 165Hz monitor, I use Wifi and I don't even own a Wifi6 router, nor fast internet... I also play some CS2, and again, no competitive bottleneck.

The Nvidia experience has been slightly better, but I wouldn't say I gained any competitive edge, the only difference was the image quality with DLSS vs FSR.

Contrary to what mrk says I've yet to experience an DLSS4 + FG implementation where the image stability is as good as native on a fast 180 degree view change (unless your base frame rate is so high you don't really need DLSS, etc. anyhow). Tracking smaller objects in motion can still result in trails/smudging that don't happen with native, etc. which can be critical when reacting to someone throwing a grenade, etc.
 
Contrary to what mrk says I've yet to experience an DLSS4 + FG implementation where the image stability is as good as native on a fast 180 degree view change (unless your base frame rate is so high you don't really need DLSS, etc. anyhow). Tracking smaller objects in motion can still result in trails/smudging that don't happen with native, etc. which can be critical when reacting to someone throwing a grenade, etc.
I haven't experienced any of those issues, be it native or using FSR/DLSS/FG/Anti-Lag/Reflex on either AMD or Nvidia GPU's in COD MW3 MP or CS2.

In COD MW3, when using a mix of high quality textures with competitive settings, my FPS was around 190-225FPS depending on map/smoke. With FSR/DLSS/FG/Anti-Lag/Reflex on either GPU, it's anywhere from 350-390's depending on map size and again whether smokes etc are being thrown.
In CS2, my FPS is ridiculous, so again not a problem.

IIRC CS2, by default enabled all of these, on both AMD and Nvidia... And any of the 'Pro' gamers setup guides for comp settings, also recommend using them - not that I care what they think, but I have come across their guides and humoured the videos to see what they used.

However, I can only speak for those 2 games MP experiences online when using the aforementioned. So YMMV!
 
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I haven't experienced any of those issues, be it native or using FSR/DLSS/FG/Anti-Lag/Reflex on either AMD or Nvidia GPU's in COD MW3 MP or CS2.

In COD MW3, when using a mix of high quality textures with competitive settings, my FPS was around 190-225FPS depending on map/smoke. With FSR/DLSS/FG/Anti-Lag/Reflex on either GPU, it's anywhere from 350-390's depending on map size and again whether smokes etc are being thrown.
In CS2, my FPS is ridiculous, so again not a problem.

IIRC CS2, by default enabled all of these, on both AMD and Nvidia... And any of the 'Pro' gamers setup guides for comp settings, also recommend using them - not that I care what they think, but I have come across their guides and humoured the videos to see what they used.

However, I can only speak for those 2 games MP experiences online when using the aforementioned. So YMMV!

As I said in my post it is one thing if you are getting like 200 FPS native and then DLSS, etc. on top of that, but if you are trying to get to like 200 FPS using DLSS + FG it is a very different story.
 
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As I said in my post it is one thing if you are getting like 200 FPS native and then DLSS, etc. on top of that, but if you are trying to get to like 200 FPS using DLSS + FG it is a very different story.

FWIW, I did try it with maxed out visuals when I first got COD MW3, just to see how it ran/how pretty it looked, and with native 4K120 it ran silky smooth, then when I turned DLSS/FG/Reflex on, again it didn't incur any of what you mention.

So it must be game dependent :)
 
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