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The RT Related Games, Benchmarks, Software, Etc Thread.

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Now you can see how AMD's FSR3 is keeping Ampere going by ironing out the 3080's stutters in the latest vram hungry AAA title.

Look at the frame time, it clearly is not "smooth", you still have 3080, try yourself and see and upload videos to show otherwise. Daniel Owen has stated borderless fullscreen fixes the issues but it does not on my end. It is also stated elsewhere by many that frame generation seems hit and miss on nvidia hardware.



So in my case, FSR 3 is not ironing out 3080s stutters, it is adding stutter and providing a much more inferior experience to just using dlss.
 
And here are my videos to back it up, bordereless and fullscreen, vsync on or off makes no difference to the stuttering there is with frame generation on the 3080.



Micro stutter is the worst thing in gaming (and far more noticeable seeing with your own eyes as opposed to watching a recorded video) so my advice to anyone with nvidia hardware and VRR displays is turn off FSR 3/FG and use a better quality upscaler as DLSS balanced > fsr UQ/Q especially at res lower than 4k, your fps won't be as high but it'll be a smoother experience and look better especially in motion.
 
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Now you can see how AMD's FSR3 is keeping Ampere going by ironing out the 3080's stutters in the latest vram hungry AAA title.

Will stick with what I said. Until AMD fix FSR 3 and bang out a handful of titles I can't personally accept that. You can't just pick one game and come out with such a comment. The bar cannot be that low ;)

Come back in 6-12 months and you might be right :D
 
Comedy.

Enable/disable it, don't care, I'm seeing far more positive comments in regards to Avatar FG for all vendors than negative.

Comedy? Because amd solutions as per usual aren't working consistently well and without problems?

Evidence is right in your very own video posted there that it not problem free, the micro stuttering is obvious.

Will stick with what I said. Until AMD fix FSR 3 and bang out a handful of titles I can't personally accept that. You can't just pick one game and come out with such a comment. The bar cannot be that low ;)

Come back in 6-12 months and you might be right :D

Bar clearly is very low :p 6-12 months? That is being generous :D Based on FSR 1 then 2 and same with any of amds other tech, I say probably another year until we see it being as "consistently" good as dlss 3 not to mention improved uptake in games. AMD were clearly banking on the driver injected method so they could be as hands of as possible and go with the "it's in every game!!!!!" and not have to worry about official integrations and well.... that went **** up so they don't have much choice now which means they'll have to put the effort in.

Don't get me wrong, when I was in the starting areas, it seemed to work great, it is only when I got to new areas where the issues became obvious no matter the settings so again in my case:

DLSS balanced and no FG > fsr quality and FG. It is simply a better experience visually and for smoothness. Higher FPS is pointless if you have micro stuttering.

Obviously there is something else going on given how it is hit and miss depending on peoples setups and could perhaps be fixed/improved with either a game update or maybe even a nvidia driver update.

There is no doubt the FSR upscaling in this game is the best so far though (for the quality and uq setting anyway, the lower presets are still crap) and obviously frame gen has come along big time compared to the 2/3 other games it is in, lets just hope it isn't a one off and the same experience can be expected in games going forward but unless amd has fundamentally changed how fsr is integrated and tuned, I wouldn't be surprised if we go back to seeing it perform as per usual outside of technically sponsored titles.
 
Apart from the 'better to have than not' sentiment going oot the window ;) and being nothing but negative on an open source FG implementation for everyone that's only been out 96 days:cry:-nothings changed in here.:p

You remember those arcade games where you had a gun and each time you run out of ammo it would say reload reload reload?

When I see comments like this all I hear is reframe reframe, reframe! :cry:
 

Unlike other games, which use ray tracing as additional "beyond ultra" settings option, this next-gen version of the Snowdrop Engine relies on ray tracing at all quality levels. Interestingly, they are not using the typical ray tracing that we know from recent games, but a more hybrid approach that's similar to what Unreal Engine 5 does. Ray tracing is used for lighting, reflections and shadows (sun shadows only). Each of those effects has a software shader fallback, to ensure the game will run correctly on older hardware, too.

I really like Massive Entertainment's approach for reflections, which are a hybrid of screen-space reflections and RT reflections. The RT meshes are much more coarse and are lacking lots of vegetation, to ensure good performance. Screen-space reflections are then blended over the RT output, to produce additional detail, which includes all the vegetation. Another interesting technique is "shadow proxies," which can be enabled optionally. When active, objects casting a shadow will not consider their full-resolution mesh with all the fine details, but rather a less complex model is used for shadow calculations, which comes with a lower performance cost—the actual rendering of the object will always use the high-def mesh.

Our VRAM testing would suggest that Avatar is a VRAM hog, but that's not exactly true. While we measured over 15 GB at 4K "Ultra" and even 1080p "Low" is a hard hitter with 11 GB, you have to consider that these numbers are allocations, not "usage in each frame." The Snowdrop engine is optimized to use as much VRAM as possible and only evict assets from VRAM once that is getting full. That's why we're seeing these numbers during testing with the 24 GB RTX 4090. It makes a lot of sense, because unused VRAM doesn't do anything for you, so it's better to keep stuff on the GPU, once it's loaded. Our performance results show that there is no significant performance difference between RTX 4060 Ti 8 GB and 16 GB, which means that 8 GB of VRAM is perfectly fine, even at 4K. I've tested several cards with 8 GB and there is no stuttering or similar, just some objects coming in from a distance will have a little bit more texture pop-in, which is an acceptable compromise in my opinion.
 
Oh yes. £95 for the upgrade from my 3080 Ti. Bargain as now I get more performance, undervolting means 160-185w power draw when playing and fake frames is a great bonus which turned out better than I expected. Not to mention a fresh 3 year warranty.

Playing The Last of Us now and I don't even hear the fans as the GPU is not even reaching 60C :D
 
Oh yes. £95 for the upgrade from my 3080 Ti. Bargain as now I get more performance, undervolting means 160-185w power draw when playing and fake frames is a great bonus which turned out better than I expected. Not to mention a fresh 3 year warranty.

Playing The Last of Us now and I don't even hear the fans as the GPU is not even reaching 60C :D

Good the misprice happened otherwise you might have been forced to use FSR3! :o :cry:
 
Oh yes. £95 for the upgrade from my 3080 Ti. Bargain as now I get more performance, undervolting means 160-185w power draw when playing and fake frames is a great bonus which turned out better than I expected. Not to mention a fresh 3 year warranty.

Playing The Last of Us now and I don't even hear the fans as the GPU is not even reaching 60C :D


The mid range Nvidia cards are super efficient. If people didn't mind a little more noise, manufacturers could actually be making single slot rtx4000 GPUs, but people prefer low noise over size.

I believe there actually is a single slot rtx4060ti and rtx4070 on the market in Asia, but not too many of them available. Edit: here is pics





 
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