Star Wars: Jedi Survivor [PS5, XBSX|S, PC]

I think the reason why UI with Frame Gen is screwy in Jedi Survivor is because they include the colour in the UI buffer, not sure if this is game implementation issue or just the Nvidia plugin

screenshot9_23_202311tmi4u.png


It's optional but this is what NV says in the docs
- Should only contain pixels that denote the UI/HUD, along with appropriate alpha values (described below)
- Alpha is zero on all pixels that do not have UI on them
- Alpha is non-zero on all pixels that do have UI on them
- RGB is as close as possible to respecting the following blending formula: UI.RGB x UI.Alpha + (1 - UI.Alpha) x Hudless.RGB = Final_Color.RGB
- When appropriate buffer extents are not provided, needs to have the same dimensions as the color backbuffer

I think in the case above it might be better to not pass that buffer at all.
 
The 1.0.7.0 dlssg dll resolves the UI issue, but the framepacing is still not good enough. The fps is quite consistent at the Koboh saloon area but there seem to be issues with the double-Rancor fight having massive slowdowns.

edit: The slowdown is in all fractured echos I have tried( the dual Ogdos and another fight in Koboh ) and is due to DLSS itself and not FG as I was guessing.
 
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