DuckThor Evil
Legend
I think even if TAA could be toggled it would look worse based on @Dictator observations:
Fair enough, but Control seems to have a particularly blurry implementation of it and it hides too much detail.
I think even if TAA could be toggled it would look worse based on @Dictator observations:
they fixed the framerate issues of the Xbox One X version, by dropping the resolution to 1620p.April 1, 2020
Wonder if they even tried higher rez, say 1800p?they fixed the framerate issues of the Xbox One X version, by dropping the resolution to 1620p.
sooooo, it wasn't a simple copy and paste of a config.ini file, but Capcom's scholarship assistant made a modification to the ini and the image has less shimmering than in the PS4 version.DigitalFoundry test of RE3R patch
Join Rich and John for a detailed breakdown of the new performance patch for the Xbox One X version of Resident Evil 3 Remake. Resolution drops, with just a small impact on image quality - but on the plus side, performance improvements are radical: anything from a 50 to 70 per cent boost to frame-rate in GPU-bound areas. So how does the new patch compare to PS4 Pro - and what's the story with the free demo?
DigitalFoundry test of RE3R patch
Join Rich and John for a detailed breakdown of the new performance patch for the Xbox One X version of Resident Evil 3 Remake. Resolution drops, with just a small impact on image quality - but on the plus side, performance improvements are radical: anything from a 50 to 70 per cent boost to frame-rate in GPU-bound areas. So how does the new patch compare to PS4 Pro - and what's the story with the free demo?
It used to be done in shaders, so I do wonder if it actually needs the power of the tensors to do DLSS2.0.Real talk: if either company can put together a custom upscaling solution like DLSS 2.0, they’ll be miles ahead of the other and easily have both visual quality and high frame rate and on their side.
As I understand in their last article about it, they compared DLSS with tons of sharpening and native with tons of blurry TAA. Conclusion: DLSS looks sharper. Duh. Personnally I'd wait for more tests.Real talk: if either company can put together a custom upscaling solution like DLSS 2.0, they’ll be miles ahead of the other and easily have both visual quality and high frame rate and on their side.
It used to be done in shaders, so I do wonder if it actually needs the power of the tensors to do DLSS2.0.
Is that the main reason they got such a leap?
As I understand in their last article about it, they compared DLSS with tons of sharpening and native with tons of blurry TAA. Conclusion: DLSS looks sharper. Duh. Personnally I'd wait for more tests.
For me the current best reconstruction tech is the one seen in Horizon Zero Dawn.
Real talk: if either company can put together a custom upscaling solution like DLSS 2.0, they’ll be miles ahead of the other and easily have both visual quality and high frame rate and on their side.
I’d thought about this and it looks like Series X is only half of an rtx2060’s tensor power. Not sure how likely a dlss2.0 type solution could be.
Yea, don't know if there is enough juice for this.I’d thought about this and it looks like Series X is only half of an rtx2060’s tensor power. Not sure how likely a dlss2.0 type solution could be.
I'm hoping AMD comes up with a viable competitor for DLSS 2.0, or things could get very ugly for them in the GPU space if DLSS 2.0 starts being adopted widely. DLSS 3.0 is probably only a year or two away.