Digital Foundry Article Technical Discussion [2021]

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it's nice the PC side now accept reconstruction techniques, i remember last gen when we had checkerboard solutions on console, already showing nice results compared to native, but it was all "reconstruction sucks native is the only way". Native for such high resolutions is a waste of ressources.
it should also be so useful for VR.

Thats a pretty broad statement. Personally I was always rather envious of Checkerboard and DRS so consider it a huge win to see them being regularly offered as options on the PC now (DRS still has a way to catch up with console implementations). But the word 'options' is whats key here. Native IS better than Checkerboard so if you have the power to spare then its absolutely right to laud it as better. DLSS is whats really changed views though I think because it offers the performance boost of Checkerboard with in many cases no loss in image quality, or even improved image quality. Other solutions are welcome too they are definitely clearer compromises vs DLSS which can in some cases be argued as a win win. TSR is very impressive too though.
 
but can native really be called better when the difference can only be seen standing still in a 400% zoom with a huge performance penalty ? better in still images, not in actual gameplay.
 
but can native really be called better when the difference can only be seen standing still in a 400% zoom with a huge performance penalty ? better in still images, not in actual gameplay.

DLSS 2.0 in most cases is better than native, it tends to provide better temporal stability which is all that matters for games (imo). Not always though, it also depends on what the game feeds to DLSS. The added performance is a nice bonus on top of it.
 
You even mention it as part of the reason why it looks much better too. It's not like you're trying to hide anything, or be misleading. People need to open their ears and not just look with their eyes sometimes.
I watched the video on my phone last night, in bed, before turning in for the night. So I was "listening, not watching" :)

The example given with hair is not qualified by normalised AF.

Now that I'm watching the video in 4K on my monitor, I can see that DLSS shimmer on the moving edge in the sequence that starts at 10:45 passes with absolutely no comment.
 
it's nice the PC side now accept reconstruction techniques, i remember last gen when we had checkerboard solutions on console, already showing nice results compared to native, but it was all "reconstruction sucks native is the only way". Native for such high resolutions is a waste of ressources.
it should also be so useful for VR.

DLSS and checkerboarding (and others like that) arent really the same thing. Checkerboarding is as no-go mostly in the pc space, DLSS is a different story.

That is why the exact frame before that Shows off the game on PC with the AF Set to low. Lol it is not a "mistake"
The game in the Video is using with TAA or DLSS the default sharpening value that the game starts up which is 33. Consoles invariably also use that same sharpening value.

They get points for trying to shoot you down, atleast :D
 
It is remarkable that DF can post videos with such basic mistakes in place.
no mistake that I can see. The segment there was about how easily PC can easily surpass console image quality. He talks about how he can take a relatively low end GPU with DLSS and bump everything to maximum and easily surpass that of the consoles settings despite being significantly pulled back on GPU power and resolution, the final output is still better.

that comparison was meant to showcase how well with all features being used, a 2060 can continue to push these newer and more powerful console GPUs.

he introduces this segment at 9:00.

The frame before at 11:02 shows on the left windows 10 at 900p performance DLSS with low AF; PS5 in the middle; high AF with performance DLSS on the right. He indicates looking across that low AF is a match for PS5 there. And then proceeds to switch the left frame with XSX to showcase that XSX with VRS is degraded further.

He uses the segment beginning at the 12min mark to talk about issues with DLSS in the game, DRS with DLSS etc.
 
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Now that I'm watching the video in 4K on my monitor, I can see that DLSS shimmer on the moving edge in the sequence that starts at 10:45 passes with absolutely no comment.
good catch, shimering is clearly visible with dlss on
 
Basically your saying PC software is designed with tons of api overhead consoles arent right?
It just comes down to bottlenecks really, the closer you run all areas of the GPU to the edge, the easier it is for a single setting to affect the frame rate. In this case they chose to lower in the AF while pushing something else for consoles. I prefer higher AF with lower resolution, but that's just my preference.
 
It just comes down to bottlenecks really, the closer you run all areas of the GPU to the edge, the easier it is for a single setting to affect the frame rate. In this case they chose to lower in the AF while pushing something else for consoles. I prefer higher AF with lower resolution, but that's just my preference.

Even if there would be 'tons of API overhead', its not really all that visible in most games, performing really well on equal hardware.
 
It just comes down to bottlenecks really, the closer you run all areas of the GPU to the edge, the easier it is for a single setting to affect the frame rate. In this case they chose to lower in the AF while pushing something else for consoles. I prefer higher AF with lower resolution, but that's just my preference.

It could also be that they just forgot to update it and kept the same as on Xbox One / PS4. If no one noticed during development this could have slipped through. I can imagine this being a realistic scenario when developing for multiple platforms.
 
Now that I'm watching the video in 4K on my monitor, I can see that DLSS shimmer on the moving edge in the sequence that starts at 10:45 passes with absolutely no comment.
As this is at the "balanced" DLSS setting I imagine it would be resolved at the "quality" setting. Wonder if it's caused by another PC centric setting as it's only that one edge and not recurrent (AFAIK) in the video.
 
I watched the video on my phone last night, in bed, before turning in for the night. So I was "listening, not watching" :)

The example given with hair is not qualified by normalised AF.

Now that I'm watching the video in 4K on my monitor, I can see that DLSS shimmer on the moving edge in the sequence that starts at 10:45 passes with absolutely no comment.
Indeed we can see the aliasing in plenty of others areas, including in some textures in motion or not. It's good that there aren't that much geometry in that particuarly game because using another game with plenty of geometry (like with foliage) the aliasing would be terrible at 900p + DLSS.
 
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Bit of a strange perspective, no? Aren't you rocking at 1070? So us lowly console guys are still playing at higher settings than you. ;)

Btw, controllers have worked perfectly well for over a decade.
Only if you enjoy input lag:

That "over a decade" see
Bit of a strange perspective, no? Aren't you rocking at 1070? So us lowly console guys are still playing at higher settings than you. ;)

Btw, controllers have worked perfectly well for over a decade.

If you mean they have input lag for more than a decade your are "correct".
I have felt the lag-input on every console I have ever tried, I suspect you have grown "accustomed" to the lag but when one is used to lower input-lag, it is very easy to spot on the console.
(And that is without factoring in the loss of control fidelity, hence why "auto-aim" plague console versions of games).
 
I watched the video on my phone last night, in bed, before turning in for the night. So I was "listening, not watching" :)

The example given with hair is not qualified by normalised AF.

Now that I'm watching the video in 4K on my monitor, I can see that DLSS shimmer on the moving edge in the sequence that starts at 10:45 passes with absolutely no comment.

That's with DRS. And I would say given the reduction in input resolution, that's an ever so slight amount of shimmer. Something even the console versions suffer from as well.
 
@HLJ have you tried SeriesX|S or PS5 with their newest controllers? I know the new SeriesX console with new Series style controller has substantially reduced input lag compared to prior generation. I don't think the firmware updates have gone out for the last-gen OneX, OneS, One controllers.
 
It could also be that they just forgot to update it and kept the same as on Xbox One / PS4. If no one noticed during development this could have slipped through. I can imagine this being a realistic scenario when developing for multiple platforms.
Was that really a thing though? Or just pressure from the public to Sony and MS in which they put out helpful reminders to increase AF? I think as time went on developers were able to fit in more like better AF settings as they optimized elsewhere.

I think I recall only UE3 ports as missing AF, other titles just had lower AF settings.
 
It could also be that they just forgot to update it and kept the same as on Xbox One / PS4. If no one noticed during development this could have slipped through. I can imagine this being a realistic scenario when developing for multiple platforms.

If AF is the same than on One X this is a possibility. From the games, I have seen it seems to be one of the game with the worst AF. 16xAF is rare or maybe non existent in native games but if I remember well some games use 8xAF.

I don't think there is one PS5/XSX games with 16x AF out of Series X|S backward compatibility.
 
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