Well that would be incredible and just what these consoles need. Always thought 4k native was a waste of resources anyway
That's really more of the situation but this topic assumes a game will have the tech involved.
We still need high native pixel density for reflections, particles and volumetric effects. 4k is a overrated standard that doesn't go far enough for me when I can push especially in offline rendering. In FH5 I still see pixelated smoke on smoke effects at 4k, completely smooth gradients by 5k.
Games and engines make it case by case too and where I can get to it or more why not when I can reflections, volumetric effects and particles all can be improved by resolution increase native or not, dlss makes them pop IIRC. If a dev can leverage it why not unless you employ a solution like DLSS and DRS at once there nothing better for quality than native with good post processing. GPUs are starting to chew up 4k in decent engines with some taking us to 6 to 9k.
I'd say it's more wasteful for things in the pipeline just to automatically want this type of res and what the computational needs are when we considering games in the future. Balance out performance hogs or watch your comeptitors dance on you with their sense of balance.
I think FSR 2.0 is great news, but more so for PC gamers who don't have cards that support DLSS. A developer who doesn't have an engine that supports TAA will still have to go through weeks of work to utilize FSR 2.0.
Since I've seen this paraded around a few times would people like yourself like to remind people like me how many developers are doing TAA vs overwhelming amount in existence who aren't? Cause that number is already very small if we are talking about their implementation vs what this is already showing. That's a lot of devs to leave out for at best maybe 2 to 3 dozen since I'm willing to play nice and concede some.
Native rendering is dead to me and not employing the tech in any fashion to me means you didn't want to swing for the fence either in performance or looks. It's great for any dev considering the end result is a better looking for performing game than what native would've afforded them especially if the engine is nothing like what is out there that scales well or looks good. This tech effectively gives back 1/4 to 1/2 of resolution performance cost.
What I think would be a game changer is if FSR2.0 could/will be extended to encorporate ML in its pipeline in an industry open standard, while being backwards compatible (ie non-ML fallback).
Forcing an industry standard approach to not only upscaling/reconstruction, but it's future evolution would be awesome.
Edit: I guess I haven't exactly seen how this is a game changer for consoles. If Epic decides to wholesale replace TSR with FSR 2.0 in UE5, and commits to its further open source development, that'll be a game changer as well.
Did you miss the Nvidia Streamline (IIRC) announcement I think that is as close as we get to that.
R&D is showing us someone would need an ultimate solution that takes what makes FSR good at times, TAA, DLSS, DLDRS, and FSR 2.0 and have it all in one tech. We are probably a couple years from anything that does that. Consoles have a lot to improve considering FSR 1.0 and DLDRS are showing you can really work the pipeline a certain way most devs until now have never considered or thought possible.