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still watching the video, but at 6:45 I like how Alex mentions the use of MSAAx4 and minutes before at the VERY beginning he mentions HDR, and iirc back in the day the ATi cards were the only ones that could do MSAA + HDR at the same time, and Xenos had those capabilities if my memory doesn't fail me.
With the logos on the bottom of the screen, one thing I took away from this video is that I don't like the modern logo design.
im not seeing those HUGE stutters on my end that DF is reporting
Wasnt it HDR + Bloom you could only enable on ATI cards in Oblivion ?iirc back in the day the ATi cards were the only ones that could do MSAA + HDR at the same time,
iirc it was in the XTX 1950 era or so where only ATi cards could mix FSAA + HDR, but I'm talkiing from memory.Wasnt it HDR + Bloom you could only enable on ATI cards in Oblivion ?
for me, the game isnt supported so i cant change model in the standard mannerA few notes from my own playtime...
First, if you're using the NVIDIA App to force the latest DLSS model, you've also potentially run into a problem with depth fog having strange "splash" or "dark pooling" artifacts, visible while moving between light and dark, where a blob of darkness kinda pops out of the foggy aether. It's been bugging me ever since I started playing, and earlier today I set out to find out WTF. With only a tiny bit of testing, it became immediately apparent it was limited only to DLSS modes -- even DLAA was affected, although less-so, while native rendering, FSR, and XeSS all looked exactly as one might expect. Once it became obvious the problem was with DLSS, I quick-saved, exited the game, and went back to the NVIDIA App to allow the 3D application to decide which DLSS model / version to use. Tada! No more fog artifacting.
Second, I walked (and ran) from Cheydinhal to Leyawiin in one fell swoop today and never once encountered a loading "hitch" or "glitch" or "hiccup." I made it a point to try my best to cross multiple loading cells, and simply continued walking through the wilderness hoping to find such a graphical bump -- and I never did. I'm running with basically every single option enabled at Ultra settings, actually at that point I was running DLAA mode rather than DLSS upscaling, and I still didn't encounter any performance hitches. It took me the better part of two hours to make the trek, mostly because I took so many detours finding different caves and ruins and forts and other miscellaneous map markers along my route (I didn't go inside any of them, as to ensure I wasn't somehow "cheating" a load cell in that way.)
I'm not saying these problems don't exist; I"ve read a LOT of people complaining about them. What I am saying is, they apparently aren't ubiquiteous. I can only speak for myself, and I'm also keenly aware I have a pretty overkill rig for something so "simple" as Oblivion -- even if it is remastered.
no im on the non-hotfix 576.02 driverHuh... Guessing it's either an NVAPP or NV driver version mismatch which doesn't provide the option. Are you one of the smarter folks who stayed back on the 560-series drivers instead of the newer, less great 570's? I'm on the current 57x branch with my 4090 and while there isn't an "optimization" slider yet, the app still provides me the option for DLSS model override.
I guess the real question is: are you experencing any odd issues with fog volumes with DLSS enabled? I wager you're probably not...
i will try it laterAha, well there ya go!
And yes, minus the SSR issues, your fog sounds like it's working as you would expect. If you try forcing the latest DLSS model using the NV APP, you'll quickly notice the fog issues while walking through your nearest dark corridor with scattered point lights for illumination. The best I could think to describe the issues is pools of dark which form in the fog after walking past a light source in an otherwise dark area. You have to be moving for the artifact to appear, and it looks like a splash of dark in a pool of fog which rapidly spreads outward.