Not trying to be a grammar tyrant but every time @davis.anthony is right, the etiquette requires that you use his full forum name. Also it's you'reWell your right
ok ok you're right aswell .Not trying to be a grammar tyrant but every time @davis.anthony is right, the etiquette requires that you use his full forum name. Also it's you're
Regarding the recurring VRAM debate of Diablo 4.
I gotta publish videos eventually hahaDamn, @Dictator missed the perfect opportunity to include FF7Remake in that PC performance update video. I literally just tried it again, and it's still complete trash. I simply cannot stand all the compilation stuttering in that game.
SquareEnix JUST released a patch for it recently too.. after ages of nothing.. which adds some Dualsense support or something... completely useless when the game performance is the way it is. How they could not use that opportunity to add in a pre-compilation stage like most of the new games do now is beyond me... Would have been nice to have FF7R included in Alex's video to get people talking about it again. This particular team of SquareEnix seems to just have no presence and interaction with their community.
The next chance we'll possibly have at getting SquareEnix's attention about this issue is when it inevitably happens for the sequel FF7 Rebirth... It's sad.
I keep screaming from the top of my lungs that lower level APIs wrecked havoc on PC, especially with the current limited budget and time available for developers, VRAM mismanagement is only one part of the problem.It's hard to believe that games aren't doing basic residency management. No platform has unlimited VRAM.
Yeah, the situation keeps unraveling as more develeopers actually share their experiences and frustrations.
but once again, was running low on time to just make all the recordings I needed.
Exactly this. 4K upsampling using FSR 2 isn't cheap and the final image looks essentially like a native 4K image anyways from a typical viewing distance, with very similar detail and clarity.Seems to be a little conservative based on modern games yeah, but remember reconstruction has a performance cost, and it can vary per game. On some games I've found DLSS Performance to equate to standard 1440p despite the large difference in native pixel count.
So DF is saying around 1260p before FSR2. That's just below 1440p native, and it's very close to locked 60. Factor in the performance cost of FSR2 and the actual load is likely above native 1440p. So it's basically in 2070, or slightly better territory - in other words, kinda around 2070 super. Not that out of the ordinary really, more games fit that performance profile on console than not.
I keep screaming from the top of my lungs that lower level APIs wrecked havoc on PC, especially with the current limited budget and time available for developers, VRAM mismanagement is only one part of the problem.
Yeah, the situation keeps unraveling as more develeopers actually share their experiences and frustrations.
Oh no are you guys gonna start saying “bindless is why games are bad “ and “lazy devs used bindless” now? Please stop posting niche technical argument tweets about subjects you don’t understand, bindless has gigantic advantages alongside a few significant downsides like every popular technique.
Oh no are you guys gonna start saying “bindless is why games are bad “ and “lazy devs used bindless” now?
Bindless is not indicative of poor craftsmanship, lack of time, or low technical proficiency! Some of the best performing games ever made achieve their results *because* of a bindless architecture!For the most part, I don't think the lazy dev rhetoric is the right call because I sincerely doubt its laziness. Lack of time? Sure. Poor technical proficiency? Sure. Lack of attention to detail/craftsmanship? Sure but, it's most certainly not laziness. Well except for Redfall, that is just lazy....
They could always give up on ray tracing! Bindless is a pre-requisite for ray tracing. That way developers don't have to do explicit PSO creation and residency management to get both bindless right or ray tracing at all ...Oh no are you guys gonna start saying “bindless is why games are bad “ and “lazy devs used bindless” now? Please stop posting niche technical argument tweets about subjects you don’t understand, bindless has gigantic advantages alongside a few significant downsides like every popular technique.
The industry wanted to go more explicit because they wanted these new features ...There was never going to be an opportune time to make the transition. There are reasons that MS nor Khronos spearheaded the move to a lower level API in the PC space (AMD's Mantle did that). There had to be trepidation within both parties about making this move. On paper it makes the least sense (introducing low level APIs that passes off resource management to the application in an environment composed of several competing archs represented by an infinite number of configurations). But the market kind of lauded the development because the potential it represented and now we are living with consequences.
That being said eventually devs will get a handle on things or APIs will claw back some of the control they gave up and games will better off for it. But none of us should have expected a smooth transition.
Oh it is, I was just thinking out loud a bit haha. I know there's only so much that can be done! We all greatly appreciate what you do for the PC gaming community here!If you take a look
I gotta publish videos eventually haha
4 Games I thought was enough
Geoffcon aka Keigh3 aka Summer Games Fest aka Summer Game Fest is back, kicking off with a mammoth show crammed with new games of varying quality, Nicolas Cage and a big bunch of obvious ads. In this DF Direct special, John, Rich and Alex mull over the various reveals and wurld prm'ears, debate the inclusion of the letter 'i' in the word 'mobile', dive deeply into Spider-Man's symbiote lore, get excited about the new Sonic game and ponder the big question - how many of the games in the show were running on Unreal Engine?