There is nothing to be proud of, that card is above average on Dota2If you look at one of my posts,its working on a GTX960.
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There is nothing to be proud of, that card is above average on Dota2If you look at one of my posts,its working on a GTX960.
Well ultimately the premise is that the more advanced versions of the tech will almost always lose out - that isn't really a positive ultimately.
The problem with FSR will be the Ray Traced reflections. They were already looking worse on DLSS when compared with native, they will look even much worse when using FSR.
I was just thinking. FSR scales a low res image up yeah, so lets say a game that required 3gig of vram say x4 foundations. And you cant play cos of say laptop or a old 2gb card was used say a 670 2gb version and if u tried to play ud get some weird artifacts due to out of vram if u played normally those games on them cards. Could fsr help those play those games cos fsr could reduce vram usage and the 2gb cards would be ok on the 3gb min required game. Plus say cos of nvidia 8gb cards and they wanted to play 4k and games might want 9gb could fsr help those too. Be interesting if fsr helped in those situations.
Here's an open secret.
There's no such thing as AI, and no software can regenerate and evolve to re-write itself.
They are all just differing algorithms that use complex methods of interpolation and extrapolation to fill in the missing details.
The rest is marketing.
noI was just thinking. FSR scales a low res image up yeah, so lets say a game that required 3gig of vram say x4 foundations. And you cant play cos of say laptop or a old 2gb card was used say a 670 2gb version and if u tried to play ud get some weird artifacts due to out of vram if u played normally those games on them cards. Could fsr help those play those games cos fsr could reduce vram usage and the 2gb cards would be ok on the 3gb min required game. Plus say cos of nvidia 8gb cards and they wanted to play 4k and games might want 9gb could fsr help those too. Be interesting if fsr helped in those situations.
Yes FSR ( and DLSS) will make your VRAM usage lower since they use a lower res input.I was just thinking. FSR scales a low res image up yeah, so lets say a game that required 3gig of vram say x4 foundations. And you cant play cos of say laptop or a old 2gb card was used say a 670 2gb version and if u tried to play ud get some weird artifacts due to out of vram if u played normally those games on them cards. Could fsr help those play those games cos fsr could reduce vram usage and the 2gb cards would be ok on the 3gb min required game. Plus say cos of nvidia 8gb cards and they wanted to play 4k and games might want 9gb could fsr help those too. Be interesting if fsr helped in those situations.
Yes that's why i said it will be much worse than DLSS.Any issues related to ray traced reflections will be due to temporal sampling which FSR currently doesn't do.
Yes that's why i said it will be much worse than DLSS.
As long as it doesn't work on AMD's GPU's, Nvidia's own older GPU and Consoles, which FSR does, DLSS is doomed to fail.
Personally i don't care if its FSR or DLSS that wins this, for me its about usability, that the technology doesn't care what GPU you have, that: "it just works" and that's not what Nvidia are about, for them these technologies are about locking you in to their hardware and for that reason it will fail, on that basis it also deservers to.
Just because something is technically advanced, it doesn't mean it will be successful in the market. The fact that DLSS is limited to a very small subset of one vendor's high end cards pretty much ensures it will never become a dominant feature or the defacto standard. Nvidia keeps DLSS as a unique selling point to try to sell more of their own products, and that makes sure it can never be more than that as a presence in the market.
You should blame Nvidia for not releasing DLSS for the whole market, they are ensuring DLSS (and it's advanced tech) will lose out out in long run.
it only has rt shadows
Just because something is technically advanced, it doesn't mean it will be successful in the market. The fact that DLSS is limited to a very small subset of one vendor's high end cards pretty much ensures it will never become a dominant feature or the defacto standard. Nvidia keeps DLSS as a unique selling point to try to sell more of their own products, and that makes sure it can never be more than that as a presence in the market.
It will win out because FSR doesn't keep you locked in to mid to high end GPU's only from one particular vendor.
As i said before, and as long as the technology is good the only thing i care about is the usability of it, the industry only cares about the same thing, if Nvidia had a different mindset their technology would actually win, but because their only interest is to use it to sell more GPU's at a higher price it will lose.
It is different for RT, even DLSS will struggle with it and FSR even more. For DLSS is like running DLSS on top of DLSS since denoising is also using temporal data. For FSR is half or quarter of samples denoised at a lower res that need to be upscaled and they already look bad.It should be no different to the rest of the scene with FSR - any implementation where reflections have degraded quality will be due to lacking sufficient/good enough temporal data in an implementation which uses temporal methods for reconstruction.
Not really a trick question though it is difficult to precisely measure them side by side at the moment people seem to have lost focus of the performance side of it. When you have roughly comparable output from both DLSS is providing around 2 to 3 times the performance uplift that FSR does.
I might be wrong but AFAIK FSR will be taking the low resolution frame output which essentially already has the shading from ray tracing "baked" into the image so it shouldn't be handled any differently to any other part of the image the only exception being in a system that uses temporal methods for reconstruction where it might be lacking motion data relevant to reflection content.
Kingshunt fixing the bug alreadyBug Fixes
- Fixed: Depth of Field
- Fixed: Voicelines should now be more audible
- Adjustment to Flame- and Icetower collision so it is easier to navigate and combat around them
Quake II (RTX) is a first-person shooter video game first released in December 1997.