Venom Snake mod is a guarantee.
Venom Snake mod is a guarantee.
Not if it is a major cost factor, knowing Nintendo, even if they tech is available for years, they will op out to save cost. But this topic belong to another threadAny chance of Nintendo incorporating DLSS into the Switch Pro/Switch 2?
Seems like a no-brainer. They are already using NVIDIA for their SoC, and it could run PS5/XSX games (not natively).
Distant environment textures in Death Stranding would sometimes look like that but blurry textures in the distance are usually masked pretty effectively by volumetric fog and 3d ground detailThe draw distance on the left mountain range/the far center grassland is a little gross, did the PS4 have that as well?
I would also love Capcom to implement it in Monster Hunter World (or have it in their next-gen game)If there's any game using TAA that desperately needs this is big RDR 2.
Wait what? AMD do NOT have anything to compete is the word out there. CAS is no more than a sharpening filter that is done smarter than a typical image sharpening filter. DLSS is a complete different beast.Great news to hear that AMD have a genuine contender to DLSS 2.0!
Who knows, Series X and PS5 might already be using it.
Yes.The draw distance on the left mountain range/the far center grassland is a little gross, did the PS4 have that as well?
Wait what? AMD do NOT have anything to compete is the word out there. CAS is no more than a sharpening filter that is done smarter than a typical image sharpening filter. DLSS is a complete different beast.
Even current gen games are already using sharpening filters. They're nothing new. Seriously even CAS has been around for over a year so I don't get the surprise.Great news to hear that AMD have a genuine contender to DLSS 2.0!
Who knows, Series X and PS5 might already be using it.
Even current gen games are already using sharpening filters. They're nothing new. Seriously even CAS has been around for over a year so I don't get the surprise.
Edit: Generally though upscaling + sharpening usually doesn't deliver good results so it would surprise me that it would match DLSS 2.0. It's why something like checkerboard redendering even exists.
Can you share the link again? I know there is a lot of hype when we were still dealing with DLSS 1.0. Most games were straight up shit, only advantage of dlss 1.0 was better alpha transparencies like hair etc. If you look at games like ff15 for example. CAS seems to be doing a better job at providing a better IQ but things are very jaggy. Everything changed after dlss 2.0 is out, specifically wolf 2 young blood. And nvidia also add a new sharpening method in their driver menu which further improves DLSS and TAA games at a minimal performance cost. I pretty much leave it on permanently in the control panel, every single game looks razer sharp.Like I said in the post above yours. Take it up with the guy who said it performs better at upscaling than DLSS 2.0 in his tech review of it. I'm only going on his article...
Can you share the link again? I know there is a lot of hype when we were still dealing with DLSS 1.0. Most games were straight up shit, only advantage of dlss 1.0 was better alpha transparencies like hair etc. If you look at games like ff15 for example. CAS seems to be doing a better job at providing a better IQ but things are very jaggy. Everything changed after dlss 2.0 is out, specifically wolf 2 young blood. And nvidia also add a new sharpening method in their driver menu which further improves DLSS and TAA games at a minimal performance cost. I pretty much leave it on permanently in the control panel, every single game looks razer sharp.
Why this month’s PC port of Death Stranding is the definitive version [Updated]
A major embargo is up, so we've added comparison images for anti-aliasing methods.arstechnica.com
Me too, for next gen consoles sake, but as far as I know CAS ain't the competition nor even close. Nvidia also have the same thing. Kind of wish the last bath of current gen consoles games can use CAS since it works with any hardware. Tlou 2 1440p + CAS could have been great.I'll be using DLSS 2.0 myself it's just exciting to have competition as it will drive the technology to be even better.
Interested to see actual comparisons in the final game. I seriously doubt that rescaling + sharpening shader can beat actual reconstruction. Early/defective DLSS implementation maybe?
I'll be using DLSS 2.0 myself it's just exciting to have competition as it will drive the technology to be even better.
Let me just say - that I do not think that CAS in this title is doing reconstruction at all. There are a number of tell tale signs that it is not. FOr embargo reasons though it is not like I can post the evidence of that, but that "shimmering" mentioned in the ars technica piece is not a bug or something, it is just aliasing from really being lower resolution and not reconstructing (and then sharpening naturally increases aliasing on top of that).Even current gen games are already using sharpening filters. They're nothing new. Seriously even CAS has been around for over a year so I don't get the surprise.
Edit: Generally though upscaling + sharpening usually doesn't deliver good results so it would surprise me that it would match DLSS 2.0. It's why something like checkerboard redendering even exists.
I thought it was something different that just looked like a valve until I zoomed in on it... nope, it's a fucking valve, all right.
Image sharpening is not reconstruction, and this is not the first game to use AMD's Contrast-Adaptive Sharpening.Great news to hear that AMD have a genuine contender to DLSS 2.0!
Let me just say - that I do not think that CAS in this title is doing reconstruction at all. There are a number of tell tale signs that it is not. FOr embargo reasons though it is not like I can post the evidence of that, but that "shimmering" mentioned in the ars technica piece is not a bug or something, it is just aliasing from really being lower resolution and not reconstructing (and then sharpening naturally increases aliasing on top of that).
The difference in resolve time mentioned there is the difference in TAA history buffer length - Decima engine use just the last frame, kinda like SMAA T2x. But it is not reconstructing in its TAA - so if you see a disoclussion (where an object is revealed suddenly) it will go from aliased to anti-aliased. But it will not go from aliased to higher resolution AND anti-aliased. DLSS uses multiple frames (i believe 4). So it goes from aliased to full anti-aliased AND higher resolution in a gradual manner, technically over 4 frames, but you should see immediate results that look anti-aliased and higher res after 1 frame has passed already.
DLSS internal resolution on quality mode is 1440p. CAS looks to be a 75% axis reduction in resolution when you tick the box (1620p) - then you choose whether you apply TAA or FXAA to this resolution reduction, and then an optional user defined amount of sharpening on top of that. I do not see the evidence of reconstruction here.
some of the items in death stranding also have functions or buffsThat arstech article has a photo with a caption of "We're not allowed to talk about the Valve sections yet"
So I guess maybe it's a bit more than just cosmetics? Maybe a new bunker, new resources to deal with to get them?
some of the items in death stranding also have functions or buffs
Maybe Gaben makes an appearance in the game just like other prominent figures?That arstech article has a photo with a caption of "We're not allowed to talk about the Valve sections yet"
So I guess maybe it's a bit more than just cosmetics? Maybe a new bunker, new resources to deal with to get them?
YesWhen running at 4K, what's the internal resolution of DLSS performance mode? 1080p?
i wouldn't be surprised if they put in a new prepper bunker, maybe Gabe Newell or sommitYeah I know, I just mean calling it a "section" makes me think it's more than just "oh, you get this schematic alongside the other schematic now"
This is completely false. DLSS 2.0 in many case even looks better than the native resolution.
Native 4k in FFXV and MHW looks noticeably better than dlss in my eyes.
Native 4k in FFXV and MHW looks noticeably better than dlss in my eyes.
Yes, this is absolutely the case. Watch DF's video on Youtube about DLSS 2.0 in Control, it's pretty amazing stuff.Neither of those games is uising the same version of DLSS - the "2.0" people keep talking about was a dramatic improvement in image quality.
Native 4k in FFXV and MHW looks noticeably better than dlss in my eyes.
They can't even make its textures load correctly on consoles and most of the game is a linear corridor that would probably run at 100+ fps on an average PC at 1440p, I don't think it likely it'll have advanced features like DLSS2.0...
Not currently, no.
So I have to wonder if not having the Death Stranding release driver caused the issues with DLSS 2.0? Because doesn't there need to be a DLSS profile for each game downloaded to the user's PC to get it to render everything correctly?My Ars article goes into it. This was focused less on "which is better" and more on what average PC users can expect, and AMD's platform-agnostic option is at the very least neck-and-neck with DLSS, if not seemingly superior—it delivers slightly more frames in identical scenarios while looking pretty much identical during standard gameplay, and *superior* during cut scenes. (Scroll down a ways in my article to see a major cut scene example.)
Once the network is trained, NGX delivers the AI model to your GeForce RTX PC or laptop via Game Ready Drivers and OTA updates. With Turing's Tensor Cores delivering up to 110 teraflops of dedicated AI horsepower, the DLSS network can be run in real-time simultaneously with an intensive 3D game. This simply wasn't possible before Turing and Tensor Cores.
So I have to wonder if not having the Death Stranding release driver caused the issues with DLSS 2.0? Because doesn't there need to be a DLSS profile for each game downloaded to the user's PC to get it to render everything correctly?
Edit: From Nvidia's DLSS 2.0 article:
So my guess is there's no AI model specifically for Death Stranding yet.
It'll be interesting to see if the release driver does improve things then, you would think if it would they would have sent out a pre-release driver as you said but maybe it's not ready yet.Nvidia was in touch with critics with recommendations about drivers, among other suggestions. They'll send me a special driver for pre-release software if that's necessary, which they didn't do for this one (while advertising the game's DLSS compatibility, to boot).
Wasn't one of the biggest selling points of 2.0 that it doesn't require game-specific Training anymore? I'm a little confused. Or is both an option for exclusive titles?So I have to wonder if not having the Death Stranding release driver caused the issues with DLSS 2.0? Because doesn't there need to be a DLSS profile for each game downloaded to the user's PC to get it to render everything correctly?
Edit: From Nvidia's DLSS 2.0 article:
So my guess is there's no AI model specifically for Death Stranding yet.
Training isn't the same as having an AI model. Games still need to have the AI trained, but all games can use the same AI network for the training instead of needing to set up a new network for each game like DLSS 1.0.Wasn't one of the biggest selling points of 2.0 that it doesn't require game-specific Training anymore? I'm a little confused. Or is both an option for exclusive titles?
Can this be combined with DSR? So I can supersample 4k on a 1080p screen and get the performance boost still?