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There’s so many use cases VRS can be used like for Gears when zoomed up on Kaits face they didn’t need to render around her and behind her so VRS allowed more detail on her face. I can devs use it for moments DoF is used and anything in the DoF vrs will be used allowing more detail in what being looked at and better performance. Great times ahead with all the tech being made in conjunction with each other
That should be enough to feel pretty confident vrs is doing its job of raising performance headroom without looking terrible. Even if you can zoom into screenshots and find lower res, if its pushing a pixel count between 1584p and 1800p, but the low res pixels are all areas devs intentionally chose as needing less resolution, it's a big win.Xbox Series X operates at a dynamic 1800p, while PlayStation 5 tops out at 1584p - and it is visibly blurrier.
But Sony has a VR headset and it means on VR side most of the title use forward rendering it would been very useful. Sony needs it more than MS because of VR but they will use other less precise compromise.
We don’t yet know the product’s name, but multiple sources tell us Sony shared details with partners. Those details include a resolution of 4000×2040 pixels (2000×2040 per eye), a lens separation adjustment dial, and gaze tracking capable of foveated rendering.
I was talking about doom not gears 5, I would like too see diferences on xsx just dynamic res with slightly lower res vs vrs and dynamic res, imo just dynamic res would look better(tough difference ofcourse would be subtle)
Wonder when we'll see more BC Enhancements outside of FPSBoost, like RezBoost.
It's been well over a year that DF saw it, MS has stopped talking about it also.Wonder when we'll see more BC Enhancements outside of FPSBoost, like RezBoost.
Why are people trying to say the tech is not without its downsides and is a perfect solution? VRS is not DLSS, it's not even a reconstruction tech. It's a clear trade-off system. it's sharpness against framerate. We can easily see it in both 60hz modes in this game (not even using zoomed images, just by comparing 2 identical scenes running in both machines). This is how we compare perceptible resolution, in still screenshots, obviously in motion with motion blur the difference won't be noticeable, like a difference of resolution.A lot of Variable Rate Shitposting from every sides on B3D since many months now sadly.
With ones triggering the others with negatives comments about eveything.
Makes it less enjoyable to read.
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How on earth are not nearly all consoles hitting 4k @ 60fps displaying that, look at the shadows etcLast gen machines pumping out higher resolutions, presumably at lower settings.
We have being talking about positives and negatives of all tech since years ago. FXAA, TAA, CBR and DLSS, all of them have downsides (much less for DLSS obviously). But now suddently with VRS even big outlets are almost completely ignoring the downsides of this tech, why?
Think I heard that this was possibly done just to test some things within the game, hence the demo wasn't even called PES, just "some football game" or something like that.Maybe because VRS can be applied in a much more targeted manner than all of those other examples? In an ideal case the developer would choose to apply VRS to only those pixels where the difference is truly unnoticeable. Contrast that with CBR or even DLSS that indiscriminately affect all pixels in the frame.
just watch video you postSome pretty funky resolution numbers knocking about this video. I wonder if the Xbox One X and PS4 Pro are using some upscaling technology
In order:
Xbox One X = 3008x1692
Xbox Series X = 2880x1620
PS5 = 2880x1620
PS4 Pro = 2560x1440
Xbox Series S = 1920x1080
PS4 = 1600x900
Xbox One S = 1280x720
Last gen machines pumping out higher resolutions, presumably at lower settings.
just watch video you postnot presumably but xox run just on last gen settings and not on xsx/ps5, xss has mixed
Why are people trying to say the tech is not without its downsides and is a perfect solution? VRS is not DLSS, it's not even a reconstruction tech. It's a clear trade-off system. it's sharpness against framerate. We can easily see it in both 60hz modes in this game (not even using zoomed images, just by comparing 2 identical scenes running in both machines). This is how we compare perceptible resolution, in still screenshots, obviously in motion with motion blur the difference won't be noticeable, like a difference of resolution.
We have being talking about positives and negatives of all tech since years ago. FXAA, TAA, CBR and DLSS, all of them have downsides (much less for DLSS obviously). But now suddently with VRS even big outlets are almost completely ignoring the downsides of this tech, why?
yesDid you read the post you're replying to?
Last gen machines pumping out higher resolutions, presumably at lower settings.