I bet everyone in this thread is studying computer science.
lol, nah not me, comp sci was never my bag. Been out of school for over a decade too
. I do VoIP server troubleshooting, still tie in close with software devs though, lots of bug verification and fix discussions and all that - great insight into how the software is made without having to deal with the coding bullcrap.
I donāt need to have taken computer science to belief my eyes. Every since games started using FXAA and SMAA they started to look noticeable more blurry, but I didnāt mind much, because back then it was all optional. When they started using more post processing effects and TAA they got even more blurry. You donāt have to know the t technicals to know this to be true. And it can be shown in several games that DLSS and FSR are noticeably less blurry than TAA. Just compare RDR2 with TAA to DLSS. This are all things that can be seen visually. Itās like how you donāt have to have studied culinary arts to know how food tastes. You may not understand the specifics as to why, but you can trust your sense.
Nope I just have good eyes and know a bit about technology.
I have a 2070 and a 3600, mid range pc, I get 240fps on low. Not sure what your PC is doing but it is definitely not running correctly.
Let me guess you run the game at 1080p or lower.
While I run the game at 1440p with medium to high settings at 200ish fps while multitasking with browser tabs open among other things.
ā343 tech works better than FSR/DLSSā That is probably the most 343 thing I ever read and sums up the terrible optimization this game has.
If I were Microsoft, would get a group of engineers on top of getting FSR, DLSS, and XeSS (Intel) running well just for the sake of getting more people familiar with the engine. During the process, Iām sure they could figure out how to further optimize the game. I bet most discrete GPUs that support DX12 could get another 10 FPS if they worked on it a little more.
I still canāt believe Halo isnāt using FSR on Xbox. I believe the first game, or only game to use FSR on Xbox is Scorn. Correct me if Iām wrong.
I wish there was an option to pick from DX11 or 12. Games with that option, I usually see an uplift with DX11 of 20fps or more, downside is no HDR support and I love my HDR.
I really wish they would add DLSS, I normally try to run my single player games maxed out @ 100% resolution, but the newer versions of DLSS pretty much look better than native.
A Plague Tale Requiem is a perfect example. My 3080 struggled at native, getting sub 30fps. DLSS quality and got a playable 50-60fps (if I remember correctly). Got my 4080 and was getting a little 60ish FPS, DLSS quality and jumped to 80ish and looked even better. Turned on DLSS 3 and jumped over 130fps with no image change. Iāve also noticed one artifact while using DLSS 3 throughout the whole game so far (on chapter 9) and it was during jumping down a ledge while catching Hugo. Seemed like for a frame or two, the kids shoulder floated.
Iām waiting for the RT shadows to launch in S3 with only TAAU as an upscaling option. Really looking forward to that Digital Foundry video if they do lol
Seriously, itāll be a crapshow if FSR and DLSS arenāt paired with the RT launch.
Yeah, especially with AMD. But if itās just shadows then thatās not very taxing.
Iām not sure the Series S has the overhead to handle even just shadows without dropping to 720p 30 + TAAU to get back to 1080p. RDNA2 just takes such a big hit with RT, itās going to need some help.
You see, most AAA games use Unreal Engine, Unity, and in some cases CryEngine. That makes it easy to implement DLSS/FSR, as these engines are frequently updated and revamped to new technological standards. 343, on the other hand, decided to use their own engine based on code that was originally used in the FIRST HALO GAME dating back to 2001 (the Blam! engine). So what we have is an issue not to dissimilar to Bethesdaās predicament with the Creation/Gamebryo Engine, as in the engine that is being used to power their latest games has code dating back to the early 2000s, which obviously makes it difficult to implement new technologies like DLSS and ray tracing as the original engines were never designed with such technologies in mind.
TL;DR: New engine is basically old engine, old engine makes it difficult to implement new features