![]() ![]() ![]() MSI MAG B550 Tomahawk/HP SFF Q77 Express/uh?/uh?Įnermax ETS-T50 Axe aRGB /basic HP HSF /errr./oh! liqui.wait, no: heatpipe+Graphiteģ2gb Corsair Vengeance Pro 3600mhz DDR4/8gb DDR3 1600/2gb LPDDR3/12gb LPDDR5 dual channel Main/SFFHTPCARGH!(tm)/Xiaomi Mi TV Stick/Realme GT2 Native render is fine these days and native res is high enough. I suppose it makes you feel better about your tensor cores, or something Totally pointless exercise for polishing turds. No hassle, no need to stack 1160991 technologies on top to produce a marginally better image with inherent problems. I'm more of a native res 1440p guy myself combined with a recommended view distance for the monitor size. To me that leaves the impression of 'creating problems to use solutions'. So yay, your tree branches and wires won't 'flicker' (its flickering now.lol, I think its just pixel density and you sitting too close to your screen, especially if you're running more than 1080p) but now you get them in blurry glory alongside the rest. The high res source simply won't offer more. The fact is this engine isn't producing high amounts of detail to begin with, so you can AA all you want, but it will only add blur and muddy details further. I'll take a no-AA upscale for this game any day before I'll add blur to the image. For understandable reasons, but its there. What I would also like to see in comparisons is native res with DLAA compared against supersampled res with DLSS Quality, so for example 1440p DLAA vs 4K DSR DLSS QualityĬall me strange, but I've been upscaling Elder Scrolls Online since closed beta and it looks exactly the same, honestly.Īlso, all AA methods in use here create blur/washed out effects that reduce the definition of colors. Could probably help some people understand how good DLSS is, because aliasing and shimmering suppression with DLSS Quality would be quite close to MSAA+SGSSAA and sometimes even better, only the difference would be that the performance with DLSS would be massively increased instead of halved or worse. What I would really want to see to is DLSS/DLAA implemented in a game with traditional MSAA where SGSSAA works well, that would be the comparison between the two best solutions to date, could maybe also throw some 2.25x DSR in the mix. Pretty much how it always was, either you sacrifice anti-aliasing for more sharpness (sharpness filter 100%+you don't need AA at 4K type of guy) or you sacrifice sharpness for more stable image (SGSSAA and SSAA type of guy), and DLSS/DLAA are the most effective at suppressing shimmering and aliasing so far.
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