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Yeah, I don't think this is anything revolutionary. I was thinking they were actually doing something a-la DOOM's pseudo 3D, but no, this is definitely just dow
by mfro 11mo ago
Yeah, I don't think this is anything revolutionary. I was thinking they were actually doing something a-la DOOM's pseudo 3D, but no, this is definitely just downscaled 3D.
- layer8 11mo agoDownscaled 3D doesn’t create such a stable pixel structure across movements.
- mfro 11mo agoDepends on the technique used. Temporal methods don’t look this way but standard downscaling can.
- layer8 11mo agoI don’t really see how. What do you mean by “temporal methods”?
- mfro 11mo agoBy temporal I refer to DLSS, FSR, TSR, etc. In this game's case, I imagine it's not as simple as downscaling, there is probably some shader work involved similar to this: https://youtu.be/Cwh_TpouPfQ https://youtu.be/Cwh_TpouPfQ
- layer8 11mo agoDLSS, FSR, TSR are for upscaling, not downscaling, so I’m not sure how they would apply anyway. The creator hints a bit at things in this video: https://youtu.be/v9FMp5QgOvY?t=2m55s https://youtu.be/v9FMp5QgOvY?t=2m55s
- mfro 11mo agoTemporal sampling techniques do (in supported titles) have the option to supersample and generate higher resolution images, but they are most commonly used to efficiently downsample for FPS gains with minimal quality degradation. From the Wikipedia page for DLSS: The goal of these technologies is to allow the majority of the graphics pipeline to run at a lower resolution for increased performance, and then infer a higher resolution image from this that approximates the same level of detail as if the image had been rendered at this higher resolution. This allows for higher graphical settings and/or frame rates for a given output resolution, depending on user preference.