Cutting off resolution is not a new practice. Far Cry 6 reflections are already cut to death, so they don't need something like DLSS, unfotunately, there are no options to deal the quality of those reflections back to a good level.
What I find interesting is that people who think "ray tracing is the only thing that matters" don't appreciate that it's not just RT effects that are "low resolution" in games. Everything is low resolution in games. Textures, shadows, LOD, AO and reflections. Then there's the low draw-distances for these effects.
Far Cry 6's ray-traced sun shadows at least don't have the huge nasty shadow-mapping artefacts that are commonly seen when shadows are cast over long distances.
Thanks to "lazy devs" there are options in Crysis Remastered games that allow you to select between cutting RT reflections (which would be a standard "optimization" on a console) and adding in DLSS.
First Crysis Remastered is a shit show of laziness. CPU bottlenecks galore, made worse by turning on ray tracing.
Agreed, I was merely alluding to the performance aspect of tessellation during normal use.
Yes, I realised that you were referring to performance.
And if all else fails, there's still the tessellation limiter in AMDs drivers. Haven't tried it in a while though, hope it works under DX12.
I was under the impression that the limiter defaults to on. I can't see how D3D12 would prevent the limiter's functionality.
I think we're past the point where anyone cares about actual image quality problems, so no one bothers to investigate the IQ problems caused by the limiter. Hence, no one seems to even know whether the limiter is operational!
Because last gen consoles were particularly bad at it and anything that requires content authoring pipeline changes (in comparison to what is here on consoles) is a no go for devs since authoring additional content increases expenses.
Luckily the situation is very different this time with RT and it's in best devs interests to move quickly to RT.
I'm not so optimistic.
It would be great if Metro Exodus:Enhanced Edition's "comprehensive" approach to ray tracing inspired devs to do ground-up ray tracing and work out how to scale it down to the consoles.
I agree that the simplification of lighting that this approach allows for should be a boon for game studios. But materials is the other side of the coin and sophisticated materials hurt ray traced performance a ton more. Sliders for each category of material that control thresholds for ray tracing (like the glossiness in Doom Eternal ray tracing) might be required.
Maybe the next console generation (and not the "~2023 pro" refresh) will put us on track.