And here are the final results! VRR adoption was more or less what I had in mind, but it surprised me a bit the amount of people that turn it off to avoid flickering. I think this topic should be taken more serious by reviewers/media in general.
Quick poll: Do you use VRR (FreeSync / G-Sync) on your monitor? Would appreciate some RTs or share with your friends so more people see it!
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Quick poll: Do you use VRR (FreeSync / G-Sync) on your monitor? Would appreciate some RTs or share with your friends so more people see it!
8% Don’t have a VRR monitor
18% Have one, but don’t use
73% Have one and use VRR
637 votes • Final results
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Speed was the first thing everyone pointed out to not use EGS. Now they fixed that (it’s also way more RAM friendly than Steam) and the goalpost shifts. Eventually they will get all of that and finally people will admit that they just want to have their games on the same platform
We don't like Epic Games Launcher because: it sucks doesn't have a proper profile page doesn't have customization doesn't have a good UI doesn't have a review system doesn't have a workshop doesn't have a good achievement system doesn't have profile backgrounds doesn't have custom profile pictures (in the same way as Steam) doesn't have enough social features doesn't have a good chat system doesn't have a community hub doesn't have user reviews doesn't have a proper modding system doesn't have a great library layout doesn't have enough features compared to Steam doesn't have a good reputation forces exclusivity deals keeps running in the background makes downloading games a pain gives away free games but still feels worse than Steam tries too hard to compete with Steam instead of improving the launcher
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also oh god if this was the other way around ...
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This is an industry standard solution for console games and should be too on PC. Many of us just want to target a certain framerate and stay there all the time, and dynamic resolution is a great solution considering how good upscalers like DLSS are.
Gears of War: E-Day has an option for Dynamic DLSS Super Resolution, if enabled, select a target FPS and it will auto adjust the render resolution to hit it, pretty cool 😎
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Beyond FPS retweeted
Topical article in Sapphirenation Old games were NOT more optimized - gamers just forgot how they actually ran. Very topical with the current day discourse; sapphirenation.net/old-games…
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Deleted my previous thread about TW3 Remaster because I found that something wrong was going on with the game (looked like it was stuck with DLAA no matter what) After removing the bin folder and downloading it again + another driver re-install, it seems better now.
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This is bullshit. The game has poor frame pacing and stutter issues regardless of the hardware used, and consoles have uneven framepacing in the balanced and quality modes because they use a shitty fps cap method.
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"over 60 fps", meanwhile 9800X3D / 5090 gets you these moments
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Just published a PC perf analysis & tuning guide for Remedy's CONTROL Resonant. Overall, I liked the game's technical aspect, though I did have a few pain points with it that I mentioned in the article. Hope people like it & find it useful! wccftech.com/how-to/control-…
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The game industry really lives inside a bubble where they all just copy each other and pay no attention at all to user's feedback. It's so frustrating. At least being an UE5 game we can fix this stuff easily. Console guys are forced to "enjoy" the "artistic intention" though.
Another Unreal Engine 5 game with no Chromatic Aberration and Film Grain toggles...
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It was obvious what were the reasons, but everyone in this platform becomes a 12 year old when a game they like is affected. To spend hundreds of millions for a temporal exclusivity without even owning the IP is pretty stupid in this day and age.
Bloomberg: PlayStation ditched Kojima's 'PHYSINT' on budget concerns, missed deadlines ▪️Death Stranding 1 & 2 undersold Sony's revenue expectations ▪️PHYSINT reportedly missed deadlines, on track to be "well over budget" ▪️Sony reluctant to invest hundreds of millions of dollars in another game that wouldn't be permanently exclusive ➡️ bloomberg.com/news/articles/…
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Beyond FPS retweeted
Congratulations to @GSC_GW for the launch of the 2.0 update. The game is in a much better place now. Today I will GSC with a request for returning a cut gameplay feature from all past STALKER 1 titles (SOC, CS, COP) - the NPC & Mutant bleeding mechanic.
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Even with the currently "unoptimized for Ada" version of the leaked version of DLSS 5, 4090 was around 26% faster than 5080 in average FPS in this Cyberpunk 2077 comparison at 4K DLSS SR Quality Ultra RT & DLSS RR. Comparison courtesy of Testing Games: piped.video/watch?v=htnJgUdW…
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Dawnwalker is another game that comes with: - No HDR - Cutscenes locked to 30 fps - Black bars on cutscenes on ultrawide monitors - Excessive non adjustable sharpening All of this fixed within hours by the modding community. But it really gets tiring the lack of care...
Wtf 🤬- No HDR in The Blood Of Dawnwalker on PC, PS5 or SS/SX. I hate that we get so many Unreal Engine 5 games without HDR support. That was an easy game to make HDR analysis for😒 Being an Unreal Engine 5 game, we should be able to use the RenoDX UE Extended version to get good HDR into the game. But at this moment it doensn't work properly.
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I guess this is also part of the "artistic intention" @hoytehablode
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KCD2 Creative Director saying that DLSS 5 results are closer to his vision than what they shipped. This is exactly what I suggested in one of my recent posts - often how a game looks is limited by the lighting / performance and it's not so much the ultimate creative vision.
After all the controversy about NVIDIA’s DLSS 5 being a terrible AI slop, I played around a bit with the leaked DLSS5 version in KCD2. First off—what was leaked isn’t even remotely what NVIDIA originally presented. It doesn’t alter the geometry of the models or the appearance of the characters in any way. I repeat: It doesn’t alter the geometry of the models or the appearance of the characters in any way! What it does is take existing normal maps and create much better skin texture and facial detail (examples 6 and 2) than the lighting model in the game. It also looks a bit like an attempt at subsurface scattering and other advanced skin rendering techniques. But sceptics could say, that its just a fancy version of clarity and dehaze filters which have very similar effect. I often criticized the character artists’ work when certain faces in the game looked lacking in detail and plasticity, and they’d often show me that it looked fine on their computers and that the problem was with the lighting in the game. Well, now it looks right in the game, too! This is how those faces were supposed to look. The AI isn’t making anything up. Above all, though, it makes ambient occlusion look like it’s on steroids. You have no idea how terribly—and I mean really, really—annoyed I was that in KCD2 we couldn’t render shadows from hats, hoods, and helmets on characters’ heads, or even shadows from small details on character models (buckles, laces, pouches). DLSS5 does this, and it does it absolutely brilliantly! (see examples 1, 3, 7, 8, and 11). On top of that, it improves the rendering of shadows in hair (5), so they finally have the right density and darkness. It doesn’t do much in the environment, but interestingly, it lightens shadows in some places and renders textures within them, while darkening them where it makes sense (10, 12, 13, 14). So there’s a slight improvement here as well. It also renders shadows in grass and vegetation better. Which is definitely a good thing. For me, this is primarily an excellent photo realistic upgrade to the character lighting model. The “minor” issue is that it cuts the frame rate in half :) But its not the infamous AI slop we saw couple months ago. I see huge potential here for the future, and it’s absolutely great that even older games lighting could be improved this way.
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More:
Some people have literally gone crazy. On the left is a head messed up by the game engine’s very limited lighting system, which can’t properly render shadows, skin texture, and the detail of normal maps. On the right is THE SAME MODEL WITHOUT ANY GEOMETRY CHANGES, which looks exactly like a render from ZBrush—where a 3D artist modeled it—only with better lighting, shadows, skin texture, hair, and therefore DETAILS. Thanks to neural network rendering in DLSS5. Some random nutcase on the internet: THIS IS AI SLOP! I WANT THE ORIGINAL ARTISTIC VISION! The head models were 3D scanned (using photogrammetry) from real people and then polished by artists. I am the creative director of the game. This is our original artistic vision and looks like static renders of the models from Zbrush when we made them. Or like real @thisistommckay :) Having no shadows from helmets on faces and fucked up normal map rendering WAS NOT OUR ORIGINAL ARTISTIC VISION. People are crazy.
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DLSS 5 seems very useful in technically limited games like From games. With optimal settings it still looks the same but with proper shadows, AO, GI, etc.
Here's some more Elden Ring with DLSS5
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I have to say that personally I'm not a fan of what I've seen from DLSS 5, but the bad faith reporting the news is insane. Literally everyone using the very same picture... come on. DLSS 5 is not an "off/on" toggle.
'Claude Strife': DLSS 5 has escaped into the wild, and things are immediately weird pcgamer.com/software/ai/clau…
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