It's important to remember that applying a universal negative LoD bias isn't a panacea for upscaling. For some sets of textures, a negative LoD bias can cause temporal aliasing so without careful manual tuning for each of those textures, severe shimmering artifacts can manifest within the ingame graphics ...
HardOCP reviews were hated by most back then IIRC.
I mean, I hated them back then. It's funny because I remember reading them thinking "What am I looking at all of these bars are basically the same?" because they normalized things by framerate and adjusted the settings to get there. Now I understand what they were trying to achieve. If you bought this card, you would have to play at these settings to get this playable framerate. That's a data set that helps you make a decision.HardOCP reviews were hated by most back then IIRC.
To be clear, I'm not claiming that big issues don't make it through testing... as we all know by this point the launch period is often chaotic with changes coming in late and (sometimes major) regressions slipping through. I also have no problem with people doing technical work to help root cause and work around issues. The problem comes when - often a 3rd party - grabs random technical info they don't really understand and posts it to a broader audience of angry folks who also don't understand it and instead just jump onboard because it seems like technical language that supports their position. If we could just inject a giant dose of humility and shift the attitude from angry mob to helpful then this process might actually end up being useful. Sadly I think these situations often reveal the real motivations of folks, namely to complain and score internet points rather than actually help improve anything.
In this case in particular I'm still guessing there's a strong possibility that the game mainly needs some driver tweaks on NVIDIA, as most big AAA games often do.
I don't think people realize the magnitude of the difference to be honest. Baked lighting is like... a texture lookup. It's effectively free at this point. Contrast that to maintaining multiple big scene data structures (BVH, probes, surface caches, SDFs, etc. etc.) and doing expensive updates, sampling and denoising of them. Hell a lot of folks are even surprised how expensive just dynamic shadows are before they even get to dynamic GI. Obviously some recent games could probably have used baked lighting still, but I assume Starfield has a full time of day system, making that effectively impossible.
I couldn't really find enough info as to what the issue is there and the reddit reposts don't make a lot of sense. Presumably it's based on the line about Starfield workarounds from the release notes here (https://github.com/HansKristian-Work/vkd3d-proton/commit/88e4f300cc0b5b6f0880c1233d562cf506b546fb), but there's not really enough info for me to comment on there even. Possibly this is an issue specific to the Proton layer where it causes additional issues in terms of how it gets mapped to Vulkan.Would you be able to offer any explanations for the non-aligned memory allocations that are also mentioned in that post?
Generally it is indeed more of a requirement than a performance consideration on the GPU side, with the APIs often requiring least-common-denominator type alignments that must work across all implementations, but then sometimes having query-able support for smaller alignments in practice. In a lot of cases the exact alignment of a resource is not even really controlled by the application developer and is instead managed by the OS and graphics driver.Honestly i sort of assumed that the GPU driver wouldn't let users/the API allocate non-aligned memory.
Great analysis from Oliver!
either that or you can use a mod like this, which is what I am doing. My 3700X can't cope up with default RT in the game, it barely goes past 33fps, but with this mod it runs quite better.Also a great example of how your average gamer would not notice whether the game had RT or not as in most cases it's very subtle and you wouldn't see it if you didn't actively look for it.
I could also see how some people might prefer the greater contrast of the non-RT shots to the more realistic lighting of the RT version. Looking at Starfield you can see there's mods to increase contrast as the artist's vision of realistic lighting conditions wasn't contrasty enough for some players.
Removing RT from the performance mode was definitely the way to go. Basically the same thing I would do for solid performance on PC if I owned the game. Turn off RT.
Finally fixed guys!
Nah, just kidding. It's still shit.
A welcome hit when released on PC and PlayStation consoles in July 2022, Stray is a unique, fun experience - and it was recently released on all Xbox consoles from the lowly One S all the way up to the mighty Series X. So, how does the game scale across all systems? What's the score with PlayStation comparisons? Tom Morgan has the full story.
That is not what is said in the interview - Chris Tector was talking about bog-standard TAA there, not FSR2 or DLSS or anything. (I was in the interview too).Also interesting that during development the initial releases of DLSS wasn't considered good enough to use but it's now at a point where they might consider using it.
That would probably do well for them, but personally I think we have enough negativity surrounding this stuff as is. Dedicated videos from DF highlighting issues seems enough, and anymore than that and I feel it starts to get into outrage-for-views and bashing territory. Digital Foundry seem to like to think their analysis videos provide useful, constructive criticism and are not meant to shame developers or be in any way mean-spirited. I'd say such a video would step more towards the latter than former.I agree with John that we should have a top 10 worst ports of the year/Hall of shame at the end of the year.