3 ms·
FSR, XeSS, and DLSS negate this issue entirely actually.
by kaliqt 3y ago
FSR, XeSS, and DLSS negate this issue entirely actually.
- kevingadd 3y agoKeep in mind that these scalers need additional buffers and video memory to operate properly, which can in turn lower your framerate and increase the game's resource usage. So they're not a free lunch, and some games simply can't generate the buffers necessary for these algorithms to work. See this DLSS diagram from nvidia for example: https://www.nvidia.com/content/dam/en-zz/Solutions/geforce/news/nvidia-dlss-2-0/nvidia-dlss-2-0-architecture-850px.jpg https://www.nvidia.com/content/dam/en-zz/Solutions/geforce/n...
- nullindividual 3y agoWhich games run slower or have DLSS etc support that for some reason cannot “generate the buffers” for it to work?
- Dylan16807 3y agoHow many buffers? If you hang on to 10 frames of RGB plus motion vectors at 1080p, and have 4 4K buffers where you're messing with output, that's 6MB * 2 * 10 + 25MB * 4 = 220MB of video memory. That's barely anything. And that's an extra-high estimate of the resolutions that would be involved in a switch game.
- shaggie76 3y agoAs a Switch game developer I'd murder my grandmother to save 220MB of memory.
- Dylan16807 3y agoOn a switch, of course! But we're talking about a computer with several extra gigs lying around running the same game. And specifically that number is for 4K output; anything less and you're under 100MB.