Is it integrated into fallout 4? Getting rid of 95% of the FXAA blur is as simple as changing one parameter. Almost no games do it though.
that's gotta be a bug
Not sure why exactly, but remember normal DLSS renders at a lower resolution internally. It's likely related to that. Maybe foliage and leaves are hard to train the neural network for.
It isn't scaling in that sense. Reconstruction using data generated over multiple frames, is more accurate. There is a paper by guerilla games detailing their checkerboard implementation. Unfortunately there's still no comparison to plain 4k (they compare it to 4k with 16x super sampling...
IIRC, watch dogs 2 was a particularly bad example of checkerboard rendering (that shot looks pretty bad, something is going wrong there lol), and the witcher shot there is just normal upscaling. Check out something like horizon zero dawn for a much better, custom implementation.
Fully dynamic. I don't think any games profile and predefine resolution for different areas of games. I've never heard of it at least.
DF made a pretty decent video on it.
https://www.youtube.com/watch?v=180nuQJccTA
Unreal Engine supports temporal upsampling now. I believe it's equivalent or a near equivalent to the "temporal injection" that insomniac uses in ratchet and clank and spiderman.
https://docs.unrealengine.com/en-us/Engine/Rendering/ScreenPercentage
info and some comparison examples are here...
I think Unity's "dynamic batching" might be specific to that engine. I don't think I've heard of other engines doing the same thing, though I could be wrong.
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