this post was submitted on 27 Jun 2023
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Games

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[–] wccrawford@lemmyonline.com 6 points 1 year ago (1 children)

It could be a conspiracy, or it could just be that developers implement those features when they get money/help from nVidia and AMD, and don't when they don't. Or maybe AMD's offering is easy to implement and nVidia's isn't. I vaguely recall that nVidia's is tied to the game more tightly than AMD's is, but don't quote me on that.

In the end, I expect we'll eventually converge on a system that both work with, and this'll all just be a blip in history, like every other standard worth supporting.

[–] CountVon@sh.itjust.works 4 points 1 year ago* (last edited 1 year ago)

Feels like GSync vs. FreeSync all over again. Now largely converged into HDMI Variable Refresh Rate (VRR) and DisplayPort Adaptive-Sync, and it's a lot harder to find a VRR/Adaptive-Sync capable display that won't do adaptive framerate at all with your graphics card.

Both Unreal Engine and Unity have temporal anti-aliasing upscaling (TAAU), though I believe they still lag behind DLSS in both visual quality and performance. That gap will narrow over time, and once it does I doubt we'll see many game developers spend extra effort implementing DLSS or FSR if TAAU can get close enough for no extra effort on their part.

[–] spaduf@lemmy.blahaj.zone 4 points 1 year ago

If you flip it this sounds ridiculous. Tons of games with FSR that are missing DLSS.

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