• UndercoverUlrikHD@programming.dev
    link
    fedilink
    English
    arrow-up
    4
    ·
    9 months ago
    1. We didn’t need to rely on fakery like DLSS and frame generation to get playable frame rates.

    If truly believe what you wrote, then you should never look into the details of how a game world is rendered. It’s fakery stacked upon fakery that somehow looks great. If anything, the current move of ray tracing with upscaling is less fakery than what was before.

    • frezik@midwest.social
      link
      fedilink
      English
      arrow-up
      5
      ·
      9 months ago

      There’s a saying in computer graphics: if it looks right, it is right. Meaning you shouldn’t worry if the technique makes a mockary of how light actually works as long as the viewer won’t notice.

    • Shurimal@kbin.social
      link
      fedilink
      arrow-up
      1
      ·
      9 months ago

      Sure, all graphics is about creating an illusion.

      But there’s a stark difference between optimization like culling, occlusion planes, LOD-s, half-res rendering of costly FX (like AO) and using a crutch like lowering the rendering resolution of the whole frame to try and make up for bad optimization or crap hardware. DLSS has it’s place for 150…200€ entry-level GPU-s trying to drive a 2.5k monitor, not 700€ “midrange” cards.

      • UndercoverUlrikHD@programming.dev
        link
        fedilink
        English
        arrow-up
        1
        ·
        9 months ago

        But there’s a stark difference between optimization like culling, occlusion planes, LOD-s, half-res rendering of costly FX (like AO) and using a crutch like lowering the rendering resolution of the whole frame to try and make up for bad optimization or crap hardware.

        There is not a stark difference if you were to describe the techniques objectively and not twist it to what you feel they’re like.

        There are so many steps in the render pipeline where native resolution isn’t used. Yet I don’t here the crowd complaining about shadow map size or how reflections are half res. Upscaling is just another tool that allows us to create better looking frames at playable refresh rates. Compare Alan Wake or Avatar with DLSS with any other game without DLSS and they will still come out on top.

        DLSS has it’s place for 150…200€ entry-level GPU-s trying to drive a 2.5k monitor, not 700€ “midrange” cards.

        Just because you’re unhappy with Nvidia’s pricing strategy doesn’t mean you should slander new render techniques. You’re mixing two different topics.