This helps to prevent the issues of both oversharpening and undersharpening, giving developers a balanced approach to post-process image sharpening. The solution? AMD's FidelityFX.įidelityFX is a " Contrast-Adaptive Sharpening" tool from AMD which is designed to sharpen images whenever possible without graphical downsides. Too much sharpening will introduce artefacts and the aliasing that TAA aims to avoid, but too little will make your game appear low-res. Some developers have worked to fix this blur issue with post-process image sharpening techniques, but this is a presents a difficult balancing act for developers. Be it from today's commonly used Temporal Anti-Aliasing solutions (TAA) or from the sub-native resolutions that are common on today's console hardware. On the next page, some charts showing the perf relative towards normal shading.Love it or hate it today's gaming world is filled with blur. The DLSS combo with RTX does work well for the game. So how important you find that it only for you to decide. Fair=fair, in the game that's all RTX is doing though, shadows. But RTX on does delivers more precise and softer shadows casting of off Lara onto the mountain wall. In the second example, raytraced shadow differences are a bit more har to spot. Also if you look at the shadows on the people on the left (upper body), there's just so much more realism/detail in there. So what you need to understand is that it is no longer an 'estimated' shadow, but rather a real-world shadow. You can see the effect of Raytraced shadows here, in specific look how the shadow of Lara is looking. The above comparison shows RTX off versus RTX Ultra, we left DLSS on as we assume you will do that as well. Mind you these comparisons are using uncompressed Ultra HD PNG files, two of them and each roughly 12 MB (to load). In the above comparison, you can see a tiny bit of blur for DLSS if you look at the backpack. Overall though with DLSS on and RTX Ultra you're looking at a comfortable 50 something FPS. This is an indication that RTX does not have enough RT cores to keep up with the shader engine (which likes to go faster but is being held back by the RT cores much like what a CPU bottleneck does in a lower resolution opposed towards a high resolution). Once we move towards Ultra HD, we can see that the DLSS + RTX Ultra performance effect is much smaller. We assume you want the performance benefit of DLSS to trade in for RTX Ultra mode, and as you can see that yields into a 74 FPS framerate (average). I included a variety of settings here, DLSS on/off as well as the three additional RTX modes. Please have a look at the following chart:Ībove a GeForce RTX 2080 Ti at a Quad HD monitor resolution. Whether or not you find that work the performance drop, of course, is up to you. Your RTX options will be off, medium, high and ultra You'll be in for a surprise though, little is actually raytraced, as far as we can detect, only shadows are now properly raytraced. It needs to be stated that if you aim for Raytracing, only High and Ultra are interesting. RTX - RaytracingĪlso in the game options, you will now find RTX options, raytracing in-game can be selected as off, medium, high and ultra. Overall swapping your AA towards DLSS on a compatible RTX card will bring you an extra 10 to 35% extra performance, the more GPU limited you are (higher resolution) the better your gain will become. Ergo throughout the RTX and DLSS results, we'll stick to the supported 2560x1440 (Wide Quad HD) and 3840x2160 (Ultra HD) resolution. Quite honestly, it looks pretty good, a tiny bit blurry in certain areas but overall, you can trade in TAA for DLSS and see a nice gain in performance.ĭLSS only works for selected resolutions, 2560x14x2160Ībove you can see the GeForce RTX 2080 Ti in game you can now enable DLSS. First off, DLSS, NVIDIA is now offering the AA solution in-game as an option. Right, let's get started with some numbers and image quality results. The following requirements must be met to be able to run Ray-Traced Shadows or DLSS:
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