Is that confirmed or assumption?They wanted to bring it to PC first, but are now looking at how and if to bring it to console.
He's not the only one.For me, you're the only one it seems has an overall issue with VRS
I just wanted to provide a real answer as to why developers want this and it exists as a hardware feature.
For me, you're the only one it seems has an overall issue with VRS (perhaps as a result of spending too much time trying to pixel count that you're always zoomed in looking for aliased edges to count etc.)
And you naturally don't like it since you spend a lot of time zoomed in looking at IQ.
That's fine, for the same reasons if someone asked me to look for noise, I can zoom in and look for it, but generally speaking it's not really bothering me during gameplay if that makes sense. Though blurriness from panning left and right bother me from temporal solutions at 30fps as it's too much.
I don't notice VRS as you may be; typically the item that is requires high 1:1 quality shading is where I'm looking, and the places I'm not looking it's less. I'm okay with that, because it works for gameplay, but it doesn't work well for analysis. I get that, but it's not nearly as bad as you say, because without side by side comparisons, you're guessing if it's VRS, resolution, or texture filtering issues.
which titles are you referring to here?Definitely not the only one. I find VRS destroys image clarity so well that it makes it pointless to pay talented artists. It's BRUTAL on image clarity and quality.
I also don't think it's unnoticeable when on. It's a quality decrease for a performance increase. I do, however, think the overall image quality is generally higher than decreasing the resolution 10% or more. It's just that the parts with lower rate shading stand out more, as opposed to the entire scene looking blurrier.
which titles are you referring to here?
hmm, thanks. Will check these two out to see what's happening. Anyone else have any other VRS titles that is immediately noticeable ?Specifically Doom Eternal and Halo Infinite. Gears seemed to be the least intrusive. To my eye, I prefer lowering res to VRS as it currently exists. Is it on in FH5? I don't think it is, I haven't seen any evidence but I could be wrong.
seems like a rendering mistake, to unload such a large texture so close to a player, you could spin in circles and see that happen. I'm honestly not sure, but you be onto something. I'm not sure if it's necessarily SFS howeverI think it's using SFS, if you look at the video at 43:23 you can see the texture detail coming in, the detail doesn't pop in like you expect it too.
Instead the detail fades in like SFS was designed to do when the high res MIP was missing and it's blending between the two MIPS, the transition in detail is very smooth.
What does everyone else think?
seems like a rendering mistake, to unload such a large texture so close to a player, you could spin in circles and see that happen. I'm honestly not sure, but you be onto something. I'm not sure if it's necessarily SFS however
Is it the UI? I cannot imagine playing any RTS game with a controller although I know quite a few of them are really popular.Disappointed that Age Of Empires didn't get console launch.
VRS has always been a weird one for me, to get a 'noticeable' performance increase you have to degrade the image to the point where you can see VRS in action.
If you use VRS in such a way that you can't see it in action then the performance improvement stands on the realm of is it worth the effort?
That applies to just about anything though.
Yes if it gets them from 58fps to 60fpsIs it really worth degrading the image with VRS for 1-3fps? IMO, no it's not.
...
If the artifacts are a part of a scene that is unlikely to be focused on when a person is playing a game, versus looking at still shots, then it's an obvious win to use that technique in order to boost performance such that you can then use that performance savings to boost areas of the image that will be noticed while playing.
Regards,
SB