- Changed VRAM budgets to allow for more video memory usage.
Well done sir!Wow, that's actually great news.
I'm willing to bet you've had some part to play in that with your in-depth analysis Great job!Wow, that's actually great news.
Well, I sent them a lot of reports, that's for sure. Also made a buzz on all kinds of platforms. Let's hope other developers do not repeat the same mistake... Budget is already severely limited as is. I'm also happy that they fixed cloth mesh LOD scaling bug that happened below 4K.I'm willing to bet you've had some part to play in that with your in-depth analysis Great job!
Can you verify these issues indeed are fixed?Well, I sent them a lot of reports, that's for sure. Also made a buzz on all kinds of platforms. Let's hope other developers do not repeat the same mistake... Budget is already severely limited as is. I'm also happy that they fixed cloth mesh LOD scaling bug that happened below 4K.
Nixxes released a new Spider-Man patch to increase the VRAM usage and fix some DLSS flickering bugs @Flappy Pannus @yamaci17
- Changed VRAM budgets to allow for more video memory usage.
- Reduced flicker in ray-traced reflections when DLSS or DLAA is enabled.
Marvel's Spider-Man Remastered October 6th Patch adds support for AMD FSR 2.1 & Intel XeSS, improves DLSS quality
Nixxes released a new update for the PC version of Marvel's Spider-Man Remastered that adds support for AMD's FSR 2.1 and Intel's XeSS.www.dsogaming.com
There's also this one:
- Made changes to address performance degradation when raytracing is enabled.
I believe it has more to do with VRAM filling up and degradating performance over time.Has to be that CPU load when RT is enabled.
I believe it has more to do with VRAM filling up and degradating performance over time.
Sounds promising. Hopefully another round of benchmarks to come.
There's also this one:
- Made changes to address performance degradation when raytracing is enabled.
Sounds promising. Hopefully another round of benchmarks to come.
Would just like to add that this is yet another example of how attributing a game's performance issues by default to the game not running on PS5 is unwise.
Capcom said:The following updates have been made for Resident Evil 7 biohazard.
- Correction of typos in the porting credits.
- Fixed a bug in which the 'HBAO+' ambient occlusion graphics option was not functioning properly.
- Fixed a bug that would cause the 'Rendering Method' graphics option to not save correctly when set to 'Interlaced'.
- Fixed a bug in which the 'Motion Blur' graphics options was not functioning properly.
- Fixed a bug in which the 'Image Quality' graphics option was not functioning properly.
- Fixed a bug in which the 'TAA' anti-aliasing graphics option was not functioning properly.
- Fixed a bug in which the 'GI and Reflection' graphics option was not functioning properly.
- Fixed a bug in which the 'Light Reflection' graphics option was not functioning properly.
That's a lot of stuff that wasn't functioning properly... lolBTW there were a suite of patches just released for Resident Evil 2/3/7, fixing a bunch of bugs the RT version introduced. From RE7's patch notes:
Can confirm that HBAO+ and the image quality setting (res scaling) are now finally working, so great.
However the bolded is what I was most interested in, as @Dictator noted in DF's video on these releases, the TAA on PC has been broken in ReEngine games for a while. Unfortunately in testing with RE7 at least...no change that I can see. Still more specular aliasing than the PS5, and Interlaced still has basically no AA to speak of when looking at Mia's hair at certain distances. Crap.
That's a lot of stuff that wasn't functioning properly... lol