Recent content by Randomoneh

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    How would one go about confirming the exact position of unused circuitry on a modern chip?

    Serious downvolting and downclocking combined with very cold closed space like a fish tank or styrofoam box with NO2 and a pointed fan inside the box to dissipate heat might work. What do you guys think, what would we observe if we could see this - randomly positioned dead area or always the...
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    How would one go about confirming the exact position of unused circuitry on a modern chip?

    Let's say a large hardware benchmarking group had a hypothesis that disabled circuitry on a cut down version of the chip (for example 3060Ti, cut from full GA104, 2070 Super cut from TU104 or any cut down modern CPU) is positioned always in the exact same spot and not randomized throughout the...
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    Nvidia DLSS 1 and 2 antialiasing discussion *spawn*

    Condescension is towards user dorf who shared his experience. I see no need for that.
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    Nvidia DLSS 1 and 2 antialiasing discussion *spawn*

    ULMB users are looking for zero-smear image, TAA-lite ghosting won't make it. I'll test it out in fast movement scenarios.
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    Nvidia DLSS 1 and 2 antialiasing discussion *spawn*

    This sounds passively aggressive and needlessly dismissive.
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    Nvidia DLSS 1 and 2 antialiasing discussion *spawn*

    Even though I have a Turing card, I haven't played much with DLSS. Is there any hint of blurring in movement in 2.0 and 2.1 games, compared to native?
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    Nvidia DLSS 1 and 2 antialiasing discussion *spawn*

    I'm afraid including temporal component into DL'SS' will result in not so sharp image in movements. And that's something we all hate about TAA.
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    Rendering only critical elements (edges) at native resolution and everything else at half/quarter

    I'm not up to date with modern AA techniques but I guess my question is about any technique that would provide speedup by sampling specifically edges of the geometry at native resolution.
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    Rendering only critical elements (edges) at native resolution and everything else at half/quarter

    Great. That's what I'm after, only the very edges. Hm, very interesting. I thought those were just regular samples. I'll have to read up on this as my understanding of rasterization is obviously pretty basic. Yeah, it muddies the water. I've seen people thinking native resolution + "DLSS"...
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    Rendering only critical elements (edges) at native resolution and everything else at half/quarter

    When comparing 1080p 4X MSAA vs. 2160p no AA, framerate increase is x. Do you believe 2160p with variable rate shading implemented, when compared to 2160p raw, will see a framerate increase similar to x? Hypothetically, it should be close if done right, right? Just an educated guess on your...
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    Rendering only critical elements (edges) at native resolution and everything else at half/quarter

    So if MSAA 4x is sampling critical portions of the image with 4 samples and everything else with 1, why can't we render critical portions at 1 sample and everything else at 0.25 (1 sample per 4 pixels)? Is there a technique that does that on PC? Maybe checkerboard rendering renders edges at...
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    New "Retina Display" Macbook Pro computer

    Yeah, Retina doesn't mean it matches the limit of normal, healthy human eyes. This is confirmed by numerous tests by NHK and others where angular resolution limit was ~200 pixels per degree (apparent pixel size ~0.3 arcminutes) compared to 60 pixels per degree for "Retina".
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