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Or maybe it would be more cost effective to add a few more GB of memory rather than spending hundreds or thousands of software developer man hours trying to squeeze a quart into a pint pot.
This right here, complaining about higher vram usage/maintaining low vram usage in a thread dedicated to DLSS3 and RT that in itself increases vram usage...
Well to be fair VRAM isn't the only thing that may be causing problems with new games. Plenty of stutter struggle stuff lately and the mouse movement on TLOU was botched on launch for example. Not to mention waiting often means cheaper games too. Currently waiting on a sale on Diablo 4
In Atomic Heart, the TAA, DLSS and FSR implementations all use a sharpening filter in the render path without the ability to tweak the sharpening values through separate sliders. Each upscaling and anti-aliasing solution is using high sharpening values, set by the developers, which might look oversharpened in most sequences of the game, especially at lower resolutions, however, the sharpening filter does not cause any negative side effects or artifacts during gameplay.
Atomic Heart is a fast paced first person shooter, so when using any temporal upscaling solutions, the temporal stability of the image is key to enjoyable gameplay. When using DLSS, the image was stable in motion in Quality modes and the level of detail rendered in vegetation and tree leaves is improved in comparison to the in-game TAA solution, however, the DLSS implementation struggles to render the power lines correctly, resulting in quite noticeable shimmering across all resolutions and quality modes, and shimmering is visible even when standing still. Only the FSR 2.2 image manages to render the power lines correctly in this game.
Speaking of FSR 2.2 image quality, the FSR 2.2 implementation comes with noticeable compromises in image quality—in favor of performance in most sequences of the game. We spotted excessive shimmering and flickering in motion on vegetation, tree leaves and thin steel objects, which might be quite distracting for some people. While the amount of shimmering is less pronounced in comparison to the average FSR 2.1 implementation, shimmering is clearly more visible than in either the in-game native TAA or DLSS image output. Also, there is quite noticeable shimmering issues on weapon scopes, which glow brightly and blink in motion, especially at lower resolutions. The second-most-noticeable difference in the FSR 2.2 implementation compared to the in-game TAA or DLSS solution is a softer and less detailed overall image quality, which is especially visible with grass and vegetation in general.
The NVIDIA DLSS Frame Generation implementation is excellent in this game, the overall image quality is mostly impressive. Even small particle effects, such as different varieties of the enemy's laser abilities, are rendered correctly, even during fast movement. However, as with some other DLSS Frame Generation games that we've tested having issues with the in-game on-screen UI, which had a very jittery look—the DLSS Frame Generation implementation in Atomic Heart is also suffering from this issue. Interestingly, you can reduce these jittering problems by manually upgrading the DLSS Frame Generation version from 1.0.3 to 1.0.7. On a positive note, the DLSS Frame Generation implementation in Atomic Heart does not force you to enable DLSS Super Resolution, as some other Unreal Engine 4 games do.
Speaking of performance, compared to DLSS, FSR 2.2 has slightly smaller performance gains across all resolutions, while also producing more image quality issues. Most of the recent Unreal Engine 4 games have poor CPU multi-threaded performance, as the CPU usage is mostly single-threaded, and high-powered GPUs such as the GeForce RTX 4080 can end up CPU bottlenecked in some sequences of the game, even at 4K. In such a CPU limited scenario, very welcome help comes from the DLSS Frame Generation technology, which has the ability to bypass CPU limitations and increase the framerate. With DLSS Super Resolution in Quality mode and DLSS Frame Generation enabled, you can expect almost doubled performance at 1440p and 1080p, and during our testing, overall gameplay felt very smooth and responsive, we haven't spotted any issues with input latency.
They still haven't even released RT have they? What a joke. They were used to showcase RT when the 2080Ti came out.
AMD the majority of the time blocks competitor upscaling tech citing the BS excuse of "we want to be open"... there's nothing open about blocking other upscaling solutions from also being implemented... AMD not so much of "the good guy" after all.
Yup, it's gotta be borderline embarrassing for AMD now to find out XeSS is overtaking them in the software-upscaling stakes. An improved version is desperately needed asap! Hoping something drops at Gamescom in a few weeks
No, we'll get 1 game that they've tuned the chuff out of to make it look good and after that it'll basically be abandoned
What's the money on it being launched at Gamescom just in time for Starfield release
It'll go 1 of 2 ways... either be very well implemented and a true game changer up there with Nvidia's FG.... or it will be a mess and we may see 1 game eventually that has an ok'ish implementation.
I'm not a developer by any stretch but after experimenting with enabling ReBar in the Nvidia driver through Nvidia Inspector I noticed textures would take much longer to load in than when it was not enabled in Spiderman Remastered... maybe, Again not a developer, FSR2 in this title is also enabling ReBar ?
If I was cynical I would think, Bethesda is a studio wholly owned by Microsoft and nvidia have an awful relationship with the parent company due to past collaborations. Then I don’t suppose there is much of an impetus to put any of there technologies into a single game engine. Especially as Microsoft has a very good relationship with their main competitor whose tech is also in Microsoft’s console.
There were also instances in that video where textures on NV seem blurry. It looks like the game has bugs and randomly picks the wrong level of texture. I think that is what has happened to that page in the book, rather than it being FSR related.
See the table texture here.
That said, the NV one was better. Check the texture on the arm in the opening cut-scene for example. Much better detail on DLSS.
Funny thing is, dlss will be modded in and going by history, it actually is better than the fsr implementationWatch how even FSR gives better visuals+performance in Starfield than on AMD cards
Be rather funny tbh.