See, this is what marketing does to us - it just pops in the mind even when it shouldn't!Lol. Interesting. Even the mind seems to use DLSS and not FSR it seems
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See, this is what marketing does to us - it just pops in the mind even when it shouldn't!Lol. Interesting. Even the mind seems to use DLSS and not FSR it seems
I’m pretty sure I can dig up Dicehunter posts moaning about the delay in adding FSR to Cyberpunk. However, he was blaming it on AMD at the time.
I’m pretty sure I can dig up Dicehunter posts moaning about the delay in adding FSR to Cyberpunk. However, he was blaming it on AMD at the time.
You wait till someone (clearly not tech press) discovers the licence agreement for using DLSS SDK in any game and compare that to the licence agreement for using FSR in any game.I mistakenly thought it was 12 months. But it was 17 months and modders added in FSR 6 months before CDPR. Total coincidence.
I noticed some weird artifscts when it came to reflections rendered on certain hard surfaces (not glass). It would appear as if there was some constant movement/shivering in it. Stuff like wet asphalt or the material / metalic "window" from high end cars (those that turn everything into see through glass from the inside), but plain glass is not affected.
So I mess around a bit to see from where this comes. Down sampled from 4k to 1080p does seem to eliminate it (or at least not to be noticeable), but also FSR or Intel's XeSS don't seem to suffer from this. Just DLSS. ) There you go, FSR > DLSS.
I'll retest when I have the time, if I don't forget first)
Haven't seen that issue, which version dll of DLSS are you using ?
Haven't seen that issue, which version dll of DLSS are you using ?
I've found XeSS has way more obvious shimmering problems with reflections than FSR in CP2077, even at high resolution reconstruction (i.e. 4K Q etc). Not sure why but it's very annoying and a major reason why I abandoned using it. I remember DLSS 2 when it first came out had similarly severe issues when dealing with reconstructing these effects, only saw ComputerBase really point it out at the time.I noticed some weird artifscts when it came to reflections rendered on certain hard surfaces (not glass). It would appear as if there was some constant movement/shivering in it. Stuff like wet asphalt or the material / metalic "window" from high end cars (those that turn everything into see through glass from the inside), but plain glass is not affected.
So I mess around a bit to see from where this comes. Down sampled from 4k to 1080p does seem to eliminate it (or at least not to be noticeable), but also FSR or Intel's XeSS don't seem to suffer from this. Just DLSS. ) There you go, FSR > DLSS.
I'll retest when I have the time, if I don't forget first)
A video of it. Sadly, the performance while recording is dropping for the recording fast (yey nvidia!), but you can see with DLSS on the upper side how it tends to move constantly.
With FSR it kinda stays the same. This is worse the lower the resolution and it becomes even more visible with DLSS and starts to be more noticeable with FSR as well.
It was on performance as is easier to see. In quality is less visible and it doesn't exist in native. (at 4k). At 1080p is worse, but so is FSR (FSR is crap at 1080p in performance). Basically upscalers work best at high res (for this game at least) and I think for path tracing you need the high res to have enough rays / pixel. Without path tracing shloud be a lot better.I think that's a side effect of having DLSS on the Performance setting as I don't see that on the Quality setting. I'd upload a video at a decent bit rate showing the difference but my upload speed is so slow that by the time it finishes uploading the Cyberpunk expansion will be out
Agreed on all points there tbf.It was on performance as is easier to see. In quality is less visible and it doesn't exist in native. (at 4k). At 1080p is worse, but so is FSR (FSR is crap at 1080p in performance). Basically upscalers work best at high res (for this game at least) and I think for path tracing you need the high res to have enough rays / pixel. Without path tracing shloud be a lot better.
Also, in UE5.2, enabling DLSS 3 (and 2) requires 7 mouse clicks and some of those are downloading the free plugin from the Epic store.TL;DW, stuttergate continues, it's better, but still not acceptable. Expect all UE5 games to have months if not years of patches.
Also, in UE5.2, enabling DLSS 3 (and 2) requires 7 mouse clicks and some of those are downloading the free plugin from the Epic store.
The fact that it can't even lock 60 fps on such a powerful CPU should tell you how garbage the new additions to the engine really are in its current state, and frankly he should slap himself silly for even suggestion Frame Gen as any kind of band-aid. Nothing worse could happen because now you'll have the forever issue of poor framerates & framepacing AND the added input lag of FG (sadly reminiscent of more than a handful of brilliant games in DX11 that were API-bottlenecked), to say nothing of the perfidious vendor lock-in. The only thing that that helps with is people staying stuck @ 30 fps on consoles, blissfully ignorant and now with also no alternative to enlighten them because the software suffers severe bottlenecks on any PC.
No, the only true solution is for Epic to get down and dirty and fix the fundamental issues they've always had with CPU utilisation. It will require a lot more noise from devs complaining to them about it first, because they sure as heck aren't going to listen to the wider public.