6 ms·
Very true, and this is likely why most adoption is coming from Intel's partners, or studios with enough resources to do things such as implement XeSS, DLSS, and
by waboremo 3y ago
Very true, and this is likely why most adoption is coming from Intel's partners, or studios with enough resources to do things such as implement XeSS, DLSS, and FSR for fans/testing after the fact.
They are mostly currently benefitting from the "why not" aspect, where those larger teams already tasked with implementing DLSS3 are encouraged to also add FSR2 and XeSS. For everyone else, they're likely going to rely on the engine to provide support due to the timelines required to implement all 3 forms. Of which I believe it's why FSR2 adoption has been slower than expected. Engines like Unity only natively offer FSR1.0 and DLSS. Unreal being the only outlier here with plugins for all 3 options.
So really, in a way we can sort of see how FSR2 and XeSS benefit from each other's existence rather than having DLSS leave both completely behind purely due to market pressure.