Which falls under the priced higher than scalper prices for consoles I mentioned.
I assume the budget power logging market isn't big enough to warrant anybody developing a cheap solution. This type of equipment is aimed at people designing and selling equipment that needs to be power efficient, rather than people with a vague interest in testing the power consumption of devices.
This is why these devices are self-contained units with inbuilt computers that log the data and present the data, for later transfer as opposed to a devices that monitor usage and output the data to another device - requiring external software to interpret it.
That's likely the issue. It's not a complex problem but there is no market for it. The smaller the market, the bigger the price to develop the solution. ¯\_(ツ)_/¯
How much is it? I can only see that's it's out of stock. Kind impressed with the little LCD screen - this is not even the bargain basement option.You can get cheap data loggers, there's this one from Supco that isn't too much and can log current, voltage, and watts.
How much is it? I can only see that's it's out of stock. Kind impressed with the little LCD screen - this is not even the bargain basement option.
Might just be a problem with the screenshot. If it isn't the exact same frame with temporal scaling ... well it is temporal.I have noticed a visual difference between both versions of the Matrix Awakens demo. In "gameplay" scenes, notably the one I am using here, there seems to be more artefacts (from reconstruction?) on XSX version. Is this what they call the "denoising" difference? I thought denoising was about RT stuff? Because it looks like reconstruction artefacts to me.
This is the last screen of the second comparison tool. It's one of the only 2 (fullscreen) pics that are from the playable part. You need a native screen to better see the difference. For me it was very easy to notice it.
I'm sure I'm not imagining this but to me, when looking at the first pictures of the tall building, the text on all of the roadsigns looks marginally better defined on Xbox.This is the last screen of the second comparison tool. It's one of the only 2 (fullscreen) pics that are from the playable part. You need a native screen to better see the difference. For me it was very easy to notice it.
Denoising can be applied to anything. It's applied to RT because we can't afford to trace enough rays to get a clear signal, so we have a noisy signal, and 'average it out' through denoising to approximate what more rays would give us.Is this what they call the "denoising" difference? I thought denoising was about RT stuff?
Didn't DF already cover the PC version?
Alex should make the best use of his vacation time and do a video for the PC version of this game Im having this as my number 1 best graphics for 2021
You should write some tools to automate this comparison process for you, it's too time consuming if you have to do it for every game.I have noticed a visual difference between both versions of the Matrix Awakens demo. In "gameplay" scenes, notably the one I am using here, there seems to be more artefacts (from reconstruction?) on XSX version. Is this what they call the "denoising" difference? I thought denoising was about RT stuff? Because it looks like reconstruction artefacts to me.
This is the last screen of the second comparison tool. It's one of the only 2 (fullscreen) pics that are from the playable part. You need a native screen to better see the difference. For me it was very easy to notice it.
@iroboto is actually doing something similar. The main problem is the lack of content showing like for like scenes as here I haven't searched for long to notice the difference. That could still be due to some dynamic aspect of TAA or TSA as we know the engine has plenty of dynamical features.You should write some tools to automate this comparison process for you, it's too time consuming if you have to do it for every game.
Interesting observations around the image quality in that the higher resolution shots can actually make the image look worse/less real. This is something I've thought for decades ever since the first off screen shots of Half Life 2 were leaked but it's always gone against the general narrative of the industry that higher resolution is always better.
To be clear, in modern graphics I do prefer higher resolution and a sharper image usually, but a softer image isn't always worse IMO. That said, I think high resolution and/or high quality AA is always better for image stability and detail, but it may be that you then want to apply some kind of filter over the top to get back to something more akin to what Alex shows on the PS5 / XSX in that video, but with a much more stable image. I guess film grain does that in a way.
Kind of like how practical effects with models and puppets in movies look amazing on VHS, but can look pretty bad on UHD. Or how movies shot at 60fps can look ultra clear which can reveal that sets and costumes are not organic.
Interesting observations around the image quality in that the higher resolution shots can actually make the image look worse/less real. This is something I've thought for decades ever since the first off screen shots of Half Life 2 were leaked but it's always gone against the general narrative of the industry that higher resolution is always better.
To be clear, in modern graphics I do prefer higher resolution and a sharper image usually, but a softer image isn't always worse IMO. That said, I think high resolution and/or high quality AA is always better for image stability and detail, but it may be that you then want to apply some kind of filter over the top to get back to something more akin to what Alex shows on the PS5 / XSX in that video, but with a much more stable image. I guess film grain does that in a way.
#BringBackVaselineA thousand times YES. I'm all for some TASTEFUL and SUBTLE softness over game graphics and CGI. Sure, make your algos be as precise as possible internally, but its ok to not show every perfect pixel your engine rendered with perfect clarity. Let go. The objective is to sell an illusion, not pixels. Leave some holes for my imagination to fill in.