I absolutely can tell when DLSS is on vs off. The swimming artifacts are blatantly obvious. I think it is a fantastic technology, I do not agree with the direction of AAA games making non native resolution rendering part of their performance benchmark. Seems to be an issue here and there broadly in AAA games but it seems to be the default for UE5 devs. Also here we have the first fuck you for simply assuming I’m too out of the loop rather than just having an informed, differing, opinion.
I brought attention to TW4 because I’ve seen the examples of optimisation cdpr are doing. Here is the second fuck you for simply assuming I’m out of the loop rather than having an informed opinion. If the Witcher 4 has hardware requirements that are appropriate for the visuals, then it will be the first blockbuster AAA in several years to do so, and I will celebrate their success and be glad to continue enjoying their art.
“I doubt it’ll allow you to disable RT entirely” is a huge problem. Rasterized lighting looks about 80-90% of the way there compared to full RT/PT with all the fancy pbr textures and all, but has a performance cost which is dwarfed in comparison. Offloading what could have been a dev’s handiwork onto the customer’s hardware willy nilly is part of the bigger problem. And we aren’t seeing cheaper games as a result of the corner cutting, despite the extra burden on consumers.
My experience doesn’t match yours wrt the 2080 being capable of handling current day rt only titles well, quite the opposite in the case of my friends with 2080s, but thats anecdotal from both sides so its moot.
I don’t expect RL to run as well on ue6 as it does currently. Obviously. That’s why I said it. If they do some big visual overhaul then we can’t compare apples to apples, sadly. But if it is just an engine swap without investing in PBR materials and stuff like that, then why would it be reasonable to expect UE6, a newer, hopefully more refined engine, to run worse than UE3?
Anyway. Despite your assumptions about me, we are both clearly informed on the topic(s) and have drawn differing conclusions. If you’re going to continue to engage with me with the same lack of good faith as your first reply, I’d kindly request that you simply do not. Have a good day.
To be clear, “here"s the Nth fuck you” was me referring to the fact that you insulted my intelligence. I was not saying fuck you to you, but pointing out that you had implicitly said it to me.
I absolutely can tell when DLSS is on vs off. The swimming artifacts are blatantly obvious. I think it is a fantastic technology, I do not agree with the direction of AAA games making non native resolution rendering part of their performance benchmark. Seems to be an issue here and there broadly in AAA games but it seems to be the default for UE5 devs. Also here we have the first fuck you for simply assuming I’m too out of the loop rather than just having an informed, differing, opinion.
I brought attention to TW4 because I’ve seen the examples of optimisation cdpr are doing. Here is the second fuck you for simply assuming I’m out of the loop rather than having an informed opinion. If the Witcher 4 has hardware requirements that are appropriate for the visuals, then it will be the first blockbuster AAA in several years to do so, and I will celebrate their success and be glad to continue enjoying their art.
“I doubt it’ll allow you to disable RT entirely” is a huge problem. Rasterized lighting looks about 80-90% of the way there compared to full RT/PT with all the fancy pbr textures and all, but has a performance cost which is dwarfed in comparison. Offloading what could have been a dev’s handiwork onto the customer’s hardware willy nilly is part of the bigger problem. And we aren’t seeing cheaper games as a result of the corner cutting, despite the extra burden on consumers.
My experience doesn’t match yours wrt the 2080 being capable of handling current day rt only titles well, quite the opposite in the case of my friends with 2080s, but thats anecdotal from both sides so its moot.
I don’t expect RL to run as well on ue6 as it does currently. Obviously. That’s why I said it. If they do some big visual overhaul then we can’t compare apples to apples, sadly. But if it is just an engine swap without investing in PBR materials and stuff like that, then why would it be reasonable to expect UE6, a newer, hopefully more refined engine, to run worse than UE3?
Anyway. Despite your assumptions about me, we are both clearly informed on the topic(s) and have drawn differing conclusions. If you’re going to continue to engage with me with the same lack of good faith as your first reply, I’d kindly request that you simply do not. Have a good day.
And I kindly request you to not insult me.
To be clear, “here"s the Nth fuck you” was me referring to the fact that you insulted my intelligence. I was not saying fuck you to you, but pointing out that you had implicitly said it to me.