08-12-2018 05:28 PM
08-24-2018 01:21 PM
08-24-2018 01:24 PM
jeff.cress said:
at 24:15 he talks a little about "variable rate shading so that we can do things like foveated rendering" had me hyped
https://www.youtube.com/watch?v=Mrixi27G9yM&t=21s
08-24-2018 02:35 PM
Foveated rendering doesn't make sense for pancake games. I think it work without eye tracking since in VR you mostly look where your head is pointing 90% of the time.
nrosko said: Yeah but i think he meant for pancake rather than eye tracked VR.
08-24-2018 02:38 PM
But he said it wasn't 4K. That's not true. Supersampling renders everything at a higher res and then downscales it to your HMD or screen's resolution.
kojack said:Yep. Super Sampling is about rendering more pixels than on the screen then down scaling.DLSS seems to be rendering lower res then up scaling using neural networks trained to fill in the gaps.
08-24-2018 03:49 PM
MowTin said:
But he said it wasn't 4K. That's not true. Supersampling renders everything at a higher res and then downscales it to your HMD or screen's resolution.
kojack said:Yep. Super Sampling is about rendering more pixels than on the screen then down scaling.DLSS seems to be rendering lower res then up scaling using neural networks trained to fill in the gaps.
08-24-2018 03:57 PM
08-24-2018 04:42 PM
DLSS has higher performance results because you are basically turning off TXAA anti-aliasing ... and letting Tensor Cores running the Neural Network do the job, so basically offloading the heavy lifting from the CUDA cores onto Tensor cores. This frees up the CUDA cores to do its raster stuff. From what I can gather it upscales the image beyond panel res (8K?) so that everything looks cleaner. (you can do this now, run a game at ultra settings in 4K and TXAA turned on .... it will give you x FPS, turn TXAA off and you will get a huge FPS boost)
bigmike20vt said:
MowTin said:
But he said it wasn't 4K. That's not true. Supersampling renders everything at a higher res and then downscales it to your HMD or screen's resolution.
kojack said:Yep. Super Sampling is about rendering more pixels than on the screen then down scaling.DLSS seems to be rendering lower res then up scaling using neural networks trained to fill in the gaps.I am not an expert so if you are saying i am wrong and DLSS is going to run on 4k images in games and then work its magic to look the equivalent of 8 or 16k then scale back down to 4k so be it... however the stuff i am reading is that those demos we have seen to get the big performance jumps were running on less than 4k output.now so not get me wrong it looks really interesting stuff however until it is in the wild and not running under very controlled conditions i am not 100% convinced.does it matter so long as it runs well and looks good? arguably not but having read pages and pages about how ps4pro does not do proper 4k (not here necessarily) i think it is only fair to do apples with apples.
08-24-2018 04:42 PM
08-24-2018 04:58 PM
08-24-2018 05:03 PM
Its gonna be part of Nvidia Game Works API, and optional, many AAA titles usually have some sort of game works feature in them, like hair, Special Shadows, Special AO etc (HBAO+ Ambient Occlusion is exclusive to Nvidia cards, but a huge selection of games use it) all settings are optional. (I believe since modern engines use PBR textures, it will be fairly easy to say .. use RTX reflections on this material via checkbox, since Unity and Unreal will have support for it)
RedRizla said:
So how are devs going to make games from now on? Do they continue doing what they are doing to make game look good without Ray Tracing, or do they do Ray Traced games only to save themselves some time? Not everyone is going to get these cards at that price, so what will devs do about this conundrum?