A 2080 ti struggling at 1440p? Wow.On a 2080ti + max settings your range will be 45-80+ at 1440p. I'm 14h in and I'd say the game stays at or above 60 for 70% of the time.
I'm probably sitting this one out until about 4080 ti. lol
A 2080 ti struggling at 1440p? Wow.On a 2080ti + max settings your range will be 45-80+ at 1440p. I'm 14h in and I'd say the game stays at or above 60 for 70% of the time.
They looks more compariable in these two images than I have ever seen before.There was just a patch on Steam (1.8GB).
Am I crazy or does DLSS look sharper now?
Native 1440p
1440p DLSS
Two more examples
1440p
1440p DLSS
Is it just a sharpening Filter?
Edit
Dictator maybe something for you to look into.
I really hope they fix HDR cause until they do, I'm sticking with pixel scaling, but I'm glad to see that they've already made some major improvements. Hopefully they get 21:9 support in there for people.
I switched to sdr just to test it, DLSS is completely fine now.I really hope they fix HDR cause until they do, I'm sticking with pixel scaling, but I'm glad to see that they've already made some major improvements. Hopefully they get 21:9 support in there for people.
People were far too quick to write the whole technology off based on how it looked at launch.
That is a really hard to test up or comment on in any direct way, since we need like for like for like to really say something more than general impressions.I will do some testing later. I was wondering if you or John are going to do a comparison of DLSS and Sony PS4 pro checkerboard rendering? It would be an interesting to see which one is better.
Does the new Steam patch resolve the crashing issues when running the game in DX12?
Flickering it's there, I noticed myself.DLSS looks really good now. There is a slight over sharpening to my eyes, but the performance gain is worth it. Great job 4A.
Edit - whelp, it looks like there are some issues with distant reflections. I get flickering on the water in the Forest level (sorry for potato quality, but it's still readily visible). It looks way worse in game, almost pixelated.
There was just a patch on Steam (1.8GB).
Am I crazy or does DLSS look sharper now?
Native 1440p
1440p DLSS
Two more examples
1440p
1440p DLSS
Is it just a sharpening Filter?
Edit
Dictator maybe something for you to look into.
No idea if it's a PC-specific problem or a general bug, but I'm playing the game in german and people talk over each other all the time. Midway through a sentence another guy starts their voice line and the animations play much faster than the sound lines, so the animation that belongs to the voice line is over but a lot of NPCs haven't even finished their sentence.
Is this a general problem?
A 2080 ti struggling at 1440p? Wow.
I'm probably sitting this one out until about 4080 ti. lol
I've had this thought the entire time I've played, figured I'd share:
Whoa! Uh I'd say DLSS looks a lot better than native res in those pictures. Wonder what the aliasing is like in motion (My monitor is only 1080p so I wouldn't get the same effect)...
Âbsolutely massive difference in this game on many surfaces. Consoles not getting it was a big hit to their visuals honestly I think.I always assume tesselation is a must for visuals. Does it make a big difference here or is it ok without it on?
Do you really feel it is "absolutely massive"? I know it adds a bit of depth and rounding but the perf impact is staggering... see here:Âbsolutely massive difference in this game on many surfaces. Consoles not getting it was a big hit to their visuals honestly I think.
Of course the performance is staggering, it adds tessellation to nearly every object.Do you really feel it is "absolutely massive"? I know it adds a bit of depth and rounding but the perf impact is staggering... see here:
https://youtu.be/pYspV4SsWZ4
I see... do you have any insight into the AO differences between high and ultra? Seems to be the major difference, does this mainly affect indoors? 980ti struggling on ultra in CaspianOf course the performance is staggering, it adds tessellation to nearly every object.
The tessellation distance though scales with the coarse controls for quality - so the range on tessellation is much lower on high than it is extreme.
That is a measurable improvement on the launch IQ. There are some easy to spot differences on the trees contrasted with the sky (like those two leaning trees above the road in the distance) and a couple of edges that look slightly off, but it is now a clear improvement over 0.6. There's some minor sharpness artifacts I think (looking at that telegraph poll). It makes sense that where you have sub pixel detail on the 4K image, that DLSS has no hope of recreating that.
I'm playing in hdr too and I hope they fix the hdr bug very soon, as in motion artifacts aren't noticeable at all, while the difference with the 0.6 scaling is really huge.That is a measurable improvement on the launch IQ. There are some easy to spot differences on the trees contrasted with the sky (like those two leaning trees above the road in the distance) and a couple of edges that look slightly off, but it is now a clear improvement over 0.6. There's some minor sharpness artifacts I think (looking at that telegraph poll). It makes sense that where you have sub pixel detail on the 4K image, that DLSS has no hope of recreating that.
Obviously DLSS is still not touching native 4K IQ in this static scene, but it's certainly going to be preferable to the 0.6 scaling I'm currently using, when and if they fix HDR (like I said, I'm not giving up HDR at this point).
I don't believe so.I wish there was a way to have the AO from ultra and the shadows/shadow distance from high... is there any way to tweak in the .ini?
That's something I keep thinking about. Stability was about the only advantage DLSS had over 0.6 previously. As improved as these screens look, I imagine the difference in motion must be further notable still. Shots taken while the player is stood stationary help cover up a lot of the problems TLAA has in the first place, while obviously, being a lot easier to line up.I'm playing in hdr too and I hope they fix the hdr bug very soon, as in motion artifacts aren't noticeable at all, while the difference with the 0.6 scaling is really huge.
DLSS now nicely matches sharpness of native resolution, but I'm not a fan of water paint - like artifacts that it's producing on distant objects. I guess it's down to personal preference do you prefer sharper but slightly smudged look compared to blurrier but more natural shading scaler.
Build numbers:
Steam build (verify in-game from Main Menu Options or Pause menu) – 1.0.0.1
Steam Store/exe version – 3574956
Patch Notes:
General Stability fixes
Optimization for Lower spec PC's
DLSS fixes and improvements to sharpness
Fixed wallmark vfx for DX11
RTX fixes and optimization
Added bugtrap support for reporting crashes to 4A Games
Benchmark tool fixes
Additional info:
The new bugtrap tool will detect a crash or other fatal error that may occur in the PC version. It will gather some limited data from your machine and prepare a report that you can send to 4A Games via the Metro Support site. No user identifiable information is collected, but the report can be fully reviewed before sending.
For controller lag reports on PC – If you have a high spec machine capable of running at high framerate, but have vsync in half, you will likely experience controller lag issues. The larger the difference between the possible framerate of a machine, and the vsync setting, the more lag you may experience. Please switch vsync to off or full to reduce these chances. We are continuing to investigate this issue.
Wow, DLSS has definitely improved!Wow.. what an improvement. DLSS looks much better than before. Probably not the best shot but yea...
Native 4K
4K DLSS