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Yeah I think that’s how long I was playing it.It's a really bad game, i got to try it out for free and uninstalled after 10 mins
PureDark has put Nvidia's Frame Gen into AC:Mirage, Sadly still behind a paywall but hopefully someone else will also do it and make it freely available -
We’ve noticed that some members of the PC gaming community, like Discord Communities before it, have encountered a bug in an old v1.0.1.0 DLSS DLL that falsely appears to generate frames on 20/30-series hardware. There is no DLSS Frame Generation occurring—just raw duplication of existing frames. Frame counters show a higher FPS, but there is no improvement in smoothness or experience. This can be verified by evaluating the duplicated frames using tools like NVIDIA ICAT, or viewing the error message in the Remix logs indicating an error with frame generation.
DLSS frame generation DLLs have since fixed this bug, and NVIDIA will be issuing an update to RTX Remix in the future to prevent further confusion when frame generation is behaving incorrectly.
Could be interesting if true, Frame Generation working on older 2000 and 3000 series cards in Portal Prelude RTX -
Reddit - Dive into anything
www.reddit.com
EDIT
Nvidia saw it and released a statement, TLDR, It does nothing, Just a bug.
Doesn't work at all, just duplicating the frames.
Duplicating the frames?
So, double the frame rate!!!
Wow, I luv Nvudia tech!
Should have been clearer, it's only duplicating from the previous frame and not generating a "new" frame i.e. it doesn't work.
Doesn't work at all, just duplicating the frames.
Release Notes
Streamline Plugin NVIDIA DLSS 3.5.10 SDK is now available through Streamline SDK 2.2+
DLSS Frame Generation
DLSS Ray Reconstruction
- New Distortion Map API
- Support for Dynamic Frame Generation which can intelligently enable/disable DLSS Frame Generation to help ensure positive performance scaling
Miscellaneous
- New Particle Layer API
- Please contact your NVIDIA account manager for early access, or sign up to be notified when its publicly available here: https://developer.nvidia.com/rtx/dlss/notify-me
More info on Nvidia's Streamline Github - https://github.com/NVIDIAGameWorks/Streamline/commit/7ac42e47c7dd55b5b6dd6176c0228048636541b2
- Bug Fixes & Stability Improvements
The default anti-aliasing method for AMD's and Intel's GPUs in Alan Wake is FSR 2.2, which has a very unstable image quality across all resolutions specifically when running at native resolution. At the time of writing this review, the FSR 2.2 implementation at native resolution is completely broken, producing a very high amount of shimmering and flickering issues on the whole image across all resolutions, even when standing still. The look of RT reflections also becomes very shimmery and pixelated, especially in motion, and only Screen Space Reflections (SSR) will have a more stable look when FSR 2.2 is running at native resolution. Something is definitely wrong with the native implementation of FSR 2.2 because going down from native rendering to FSR 2.2 "Quality" mode results in significant reduction of these shimmering and flickering artifacts, however, it does not remove these issues completely.
The quality of upscaling component in the FSR 2.2 implementation also comes with noticeable compromises in image quality and has several major instabilities: incomplete image details in the distance with constant flickering on thin objects in motion at lower resolutions, such as 1080p, ghosting and disocclusion artifacts around the main character or NPCs, a noticeable shimmering and flickering in motion on vegetation, power lines and thin still objects, and a blurry and incomplete look of most in-game particle and volumetric effects across all resolutions and quality modes. Compared to the DLAA solution, the anti-aliasing quality of FSR 2.2 is also inferior, as the overall image has more jagged lines in motion, especially visible on small particle effects during combat and in vegetation.
Speaking of DLAA and DLSS Super Resolution, the DLSS Super Resolution implementation offers the best image quality across all resolutions and quality modes when upscaling is enabled. Compared to the DLAA solution, with DLSS in "Quality" mode you can expect a sharp overall image with perfect stability on small particle and volumetric effects in motion, a stable image in motion with almost unnoticeable loss in rendering of the details on power lines, thin still objects, tree leaves and vegetation in general, and the absence of any form of shimmering or flickering artifacts. Surprisingly, compared to DLSS, the DLAA solution in Alan Wake 2 does not offer a significant boost in overall image quality across all resolutions, like it does in other games that we've tested, so in this game we recommend to stick to DLSS in "Quality" mode for the best image quality and performance.
The DLSS Frame Generation implementation in Alan Wake 2 is excellent, producing a stable and crisp image without any jittering issues on the in-game on-screen UI, the area where DLSS Frame Generation often has issues. Small particle effects, such as rain, are rendered correctly, even during fast movement. The hair rendering on the main character and NPCs also has perfect stability in motion. Also, the DLSS Frame Generation implementation in this game has the ability to use Frame Generation with DLAA. During our testing, overall gameplay felt very smooth and responsive, we haven't spotted any issues with input latency.
Currently Alan Wake 2 is the second game to officially support DLSS Ray Reconstruction and this technology impressed us the most. It is important to note that unlike Cyberpunk 2077, DLSS Ray Reconstruction in Alan Wake 2 can be combined with DLAA and is not limited to path tracing only, which means that you can use it with ray tracing as well. However, when combined with ray tracing instead of path tracing, the benefits from Ray Reconstruction will come at a performance cost. Speaking of image quality, DLSS Ray Reconstruction greatly enhances the quality of RT effects, producing improved details in RT reflections across all resolutions, especially in motion, which results in increased sharpness of some reflective materials, such as the road after the rain, for example. The quality of RT shadows is also affected, changing the appearance of RT shadows at close range and improving the details, stability and sharpness at far distances. The direct and indirect lighting with Ray Reconstruction becomes more responsive, and the quality of the lighting is noticeably more accurate and realistic, greatly improving the overall experience.
Also, the DLSS Ray Reconstruction technology fixes some of the artifacts present in the standard denoising solution (NVIDIA Real-Time Denoiser) for ray tracing and path tracing, such as black smearing and ghosting on some moving objects in low contrast scenes, shimmering, and pixelation in motion on chain link fences. Overall temporal stability and visual clarity on thin objects and other finely detailed items is significantly improved, eliminating distracting artifacts during gameplay. And the most impressive part of the Ray Reconstruction technology is that all of these image quality improvements and fixes to image stability come with a nice performance boost across all resolutions, which definitely helps cushion the performance penalty of enabling path tracing.
Alan Wake 2: FSR 2.2 vs. DLSS 3.5 Comparison Review
Alan Wake 2 is the second game to receive full support for NVIDIA's DLSS 3.5, which includes support for NVIDIA's DLSS Ray Reconstruction, Super Resolution, Frame Generation and DLAA. Also supported is AMD's FidelityFX Super Resolution. In this mini-review we compare the image quality and...www.techpowerup.com
Broken never to return.AMD Radeon™ Anti-Lag+2
It looks fine to me and I got a 43" inch monitor. The average PC gamer with a 27" won't be able to see anything.Someone on PCMR just asked what FSR mode is best to use for image quality in Alan Wake 2....
Oh dear oh dear.