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

That was weeks ago so nothing new then. So really you have no idea if the devs are taking what ever censored word you called them.


Oh dear , i think you need to listen to the context of what he says, since that seems to have gone over you. Others have put it very well - Nvidias method of DLSS AA will be different to AMD`s but is proprietary. Nv themselves says DLSS is Anti Aliasing - NVIDIA DLSS | NVIDIA Developer
 
Oh dear , i think you need to listen to the context of what he says, since that seems to have gone over you. Others have put it very well - Nvidias method of DLSS AA will be different to AMD`s but is proprietary. Nv themselves says DLSS is Anti Aliasing - NVIDIA DLSS | NVIDIA Developer
:confused: you have gone all Bojo now.

I just asking why you stated that the devs pipeline was not compatible with FSR was bull. It's their game engine they should know.

No need to be a ****** :)
 
:confused: you have gone all Bojo now.

I just asking why you stated that the devs pipeline was not compatible with FSA was bull. It's their game engine they should know.

No need to be a ****** :)

And i pointed you to the WHY part of your question, along with others who have also answered the same ; AMD are going with other , non proprietary techniques which may or may not use the DirectML part of DX12 and they havent finialised the methods to be used - which is why the Nv programme game dev is talking BS , as is simply parroting Nv`s position. The same i would argue over DXR techniques. No need to go all Keir Starmer is there
 
I just don't think AMD without significant investment is going to even come close to DLSS. Look how few games even support it properly for Nvidia, and they have dedicated machine learning to do it.

My opinion is that DLSS is a band-aid for a lack in performance, but let's be honest, it's getting hell of a lot better and becoming viable. If they can get it in more titles, and sell it on more than just 'performance' (which is a complete misnomer anyway), then it will be better. I think the future of it will be 'better than native'. I.e. 4K rendering 8k or whatever, to remove any weird shimmers etc/glitches etc so things look more natural.

Its never going to become mainstream, nothing proprietary ever will because its not meant to by design, DLSS is meant to be exclusive to Nvidia so developers will always have to invest time and money into adding something that only works on some of one vendors GPU's, and not at all on consoles.
 
That's what DLSS 2.x is as well, with the only difference being the clamping step which is what's assisted by ML. There's no reason why the quality cannot be the same, though performance would be lower (but my bet is the difference wouldn't be significant).

The temporal upscaling implementation in Quake 2 RTX is pretty impressive though no DLSS:

91S1enU.jpg


Y88Qt7t.jpg

Almost double the frame rate and barely any image quality loss though you can just about see it if you know what to look for without zooming in and can see some minor detail loss zooming in.
 
From memory, we still have a big difference in the implementation of DLSS 2.0 (watch dogs legion comes to mind), so I don't think it is that simple.

You're right it really isn't....

Yet again its people ignorantly taking marketing bovine manure as fact.
 

NVIDIA

Unreal Engine DLSS Plugin Quickstart

Please see below for additional details

1. Enable DLSS plugin in the Editor, then restart the editor
2. DLSS in the Editor: enable the following settings in the Project Plugin settings
> 1. Enable DLSS to be turned on in Editor viewports (it should be set by default)
> 2. In the Viewport Options (downwards pointing arrow in the top left corner), use the DLSS Settings menu to toggle the different DLSS quality modes
3. DLSS in Game: make sure that the following cvars are set
> 1. r.NGX.Enable 1 (can be overriden on the command line with -ngxenable)
> 2. r.NGX.DLSS.Enable 1
> 3. r.NGX.DLSS.Quality -1
4. DLSS in Blueprint: The SetDLSSMode function of the DLSS blueprint library provides convenient functions for setting those console variables
5. Check the log for LogDLSS: NVIDIA NGX DLSS supported 1
6. (Optionally) Enable the DLSS on screen indicator in the bottom left of the screen via\DLSS\Source\ThirdParty\NGX\Utils\ngx_driver_onscreenindicator.reg to verify that DLSS is active
 
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