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Fractured Lands Dev: NVIDIA DLSS Improves Visual Quality and Performance at Once; We’ll Look into Adding RTX
https://wccftech.com/fractured-lands-nvidia-dlss-improves/We got in touch with Torin Kampa (Chief Technical Officer) at the studio behind the vehicle focused Battle Royale game (currently on Steam Early Access) to discuss their implementation of DLSS as both an image and performance enhancing, as well as the likelihood of implementing raytracing in Fractured Lands later down the line.
Why did you decide to add support for the new NVIDIA DLSS technology to Fractured Lands and what do you think of it?
Many developers on our team have a passion for rendering so we jumped at the opportunity to get involved early with this new technology. Gaming at 4K resolution looks beautiful and offers the competitive advantage of spotting enemies at greater range in greater detail – though often
with the drawback of subpar framerate. This new generation of cards pushes us closer to
buttery smooth 4k (especially with DLSS enabled). Across all resolutions, the reduction of TAA
artifacts can mean the difference between wondering if that shimmer was an enemy versus
knowing it was a fully kitted wastelander who should be approached with caution.
Do you have an ETA on when NVIDIA DLSS could be available in the live game?
There is no hard date yet on when DLSS will be available in Fractured Lands, but we expect
to coordinate a hotfix with NVIDIA in the near future.
Will you look into the possibility of adding raytracing (NVIDIA RTX) to the game eventually? As developers, what’s your opinion on NVIDIA’s bid for raytracing with the new GeForce RTX cards?
We will definitely look into adding RTX raytracing to Fractured Lands. As developers, we’ve been teased with the idea of realtime raytracing in complex environments for years, and it’s only
recently become available. Over time, we imagine realtime raytracing will be a paradigm shift
similar to the transition from forward to deferred rendering.