Soldato
Can't stand Daniel Owen.like Daniel Owen on the FG topic.
I can stomach maybe 5 minutes tops and then have to switch him off. Something about the way he talks
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Can't stand Daniel Owen.like Daniel Owen on the FG topic.
Oh yeah, because complaining and bashing something they havent tried yet ( DLSSFG ) showed tons of maturity back when 4xxx series launched. Or the part where they go like FSR3 or AFMF same as DLSSFG when it’s clearly not the case is another sign of maturity. So mature these AMD and Nvidia (2x,3x) users that complained…
I’ve tried both and think both Nvidia and AMDs FG is buggy and poor in its current state, it’s kinda like DLSS 1.0 and needs a lot of improvement’s before it’ll be any good.You are assuming (like the article writer) that those who were bashing DLSS3 are the same ones praising FSR3 FG. That is a fallacy.
It's quite clear from the article comments that the guy who wrote the article is Nvidia biased. He received a FREE RTX 4090 a month ago. Perhaps it was a payment to the shill or he simply feels the need to defend them for giving him a freebie.
I’ve tried both and think both Nvidia and AMDs FG is buggy and poor in its current state, it’s kinda like DLSS 1.0 and needs a lot of improvement’s before it’ll be any good.
You may think you’re making a insightful point but you’re really not.
Whilst rendering techniques have always been a complex illusion tailored to create the best visual fidelity at the best performance, the number of frames a given engine can generate on a hardware platform and the associated input latency are very real and very measurable.
Just because an engine might render shadows at a low resolution and filter them, or calculate ambient occlusion at a low fidelity and mask it with textures and normal maps, it doesn’t diminish the fact that an increase in frames-per-second has always resulted in a subsequent improvement in input-latency – higher framerates have been typically desired for both those qualities of which, frame-generation, or ‘fake frames’ only provides the former.
Now, personally I don’t care much, since I’ve only tinkered with DLSS-FG and don’t presently have much use for it – I get 90+ (real) fps in all the games I play at the resolution and quality settings I play at.
I do think it’s important though to separate what frame generation does (improve apparent visual smoothness) from the claims (mostly by Nvidia) that it offers improved ‘performance’ (which it doesn’t – genuine performance gains = more frames and less latency).
Does it matter? To some people yes, and to some no, but to dismiss the specifics of the discussion with the trite ‘it’s all fake anyway’ argument is swallowing Nvidia’s marketing BS hook, line and sinker.
Bitches PLEASE!!!!!
Says the grown man who just made a backhanded mean girl comment.
Well, if you didn't make reductive arguments, I wouldn't have to be so cattyThe amount of backhanded mean girl comments on this forum by what are meant to be grown men is amazing
I am surprised you suggested that Upscaling/FG doesn't sacrifice image quality considering how much emphasis you put into it because that statement is not a yes at all!My 3-step take on what's good and what's not:
1: Does upscaling/FG enhance the performance without sacrificing image quality?
2: Can I use path tracing with the rest of the GFX settings maxed out (or use values that look the best since some games ship with HIGH looking better than ULTRA for various options, for example)
3: Can all of the above net me 100fps or more for a 3440x1440 output resolution?
If all 3 are a yes, then nothing more needs to be considered. Most games hit all 3 fairly easily thanks to FG/DLSS. And as of late I've not actually seen any ghosting on the car/V when moving around so the latest 2.1 update (ReSTIR GI being the key driver for this) has certainly helped that, Obviously that sort of tech advance will only be seen by RTX card users, all the more reason to lobby to get AMD/Intel to put resources into supporting the same techniques.
The games I play the image quality isn't really sacrificed at all, generally it's enhanced with sharper details and in some games even more details because of the image reconstruction stage of DLSS, something you don't get in native or DLAA. I've already posted countless comparisons of native vs DLAA vs DLSS in various game threads already showing that there isn't an image quality sacrifice as well.I am surprised you suggested that Upscaling/FG doesn't sacrifice image quality considering how much emphasis you put into it because that statement is not a yes at all!
Oh dear has someone been mean to daddy Nvidia again?
By that logic if i start seeing pink elephants the alcohol is letting me see things that are missing in real life.Edit* LOL, I just noticed that on native you are actually missing things that should be there which DLSS is reconstructing correctly, zoom into the road surface: