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My first thought was, "Huh, that's the opposite direction Star Citizen took" and this is someone who isn't hating on it. I play SC occasionally.
That particular person appears to believe that upscalers, such as like DLSS and FSR, are "basic features"
Do people really like DLSS/FSR that much that they consider it a basic feature? I can't stand the look of it and I'd rather just run actually at a lower resolution since it ends up looking better.
"Like" it? No, but it runs way better, and if you are using a high-resolution display, the quality upsampling methods are pretty decent on most games unless you are pixel peeping. I'd rather get 90+ fps with FSR3/DLSS3 with a 5 percent decrease in visual quality over ~45 fps at native resolution.
My qualm is all of the visual artificing I see. Maybe it's just the games I play, but there are some pretty bad graphical glitches that bother me, and the frame timing is off or something because it makes the game feel less smooth. Part of the smoothness is probably the relatively weak CPU in my laptop. But even on my desktop the frame pacing doesn't feel the same as native.
I think preferring a lower-than-native resolution over DLSS as a blanket statement is a bit of a wild take, but there can definitely be problems like artifacts, especially in certain games. I'm playing RDR2 at the moment and the TAA (which is forced to High with DLSS) is poorly implemented and causes flickers which is definitely annoying, as an example. I played Alan Wake 2 on an older laptop that barely ran it and I definitely noticed artifacting from DLSS there, though in fairness I was demanding a lot from that machine by forcing it to play AW2.
Frame time will of course be impacted so if you're playing something really fast and twitchy you should stay away from DLSS probably. It's also less bad if you don't enable Frame Generation. Finally, both DLSS and Frame Generation input lag seems to scale with your baseline FPS. Using it to try to reach 60+ FPS will usually mean some input lag, using it when you're already at ~60 FPS to get 80-100 or whatever means less noticeable input lag.
Finally, both DLSS and Frame Generation input lag seems to scale with your baseline FPS. Using it to try to reach 60+ FPS will usually mean some input lag, using it when you’re already at ~60 FPS to get 80-100 or whatever means less noticeable input lag.
In most cases DLSS actually reduces your input lag because you're getting a higher framerate. Not sure what you're talking about.
Might be just frame generation I was thinking of.
Yeah frame generation is crap, I wouldn't ever use it.
I don't think frame generation is crap outright, it's still free frames, it's just only really useful when you're already at a solid frame rate.
It's not really free frames though. It's no different to motion interpolation on TVs that makes everything look soap opera-like. The game is still playing at the lower framerate, and the disconnect between your input running at one framerate but what you're seeing looking like it's running at another is going to feel "off".
I've had a horrible experience with fsr, but dlss I haven't noticed a single issue and always turn it on
DLSS has nothing to do with the frame timing. DLSS also has very little, if any, visible "graphical glitches".
Do people really like DLSS/FSR that much that they consider it a basic feature?
Absolutely, at least DLSS. DLSS is a gamechanger and a godsend. It can actually look better than native resolution while giving you massive performance increases. At worst it looks basically the same as native while giving you a massive performance boost. I've got a Ryzen 7/3070 PC and I'll use DLSS everywhere it's available as it's basically just free frames.
The same can't be said for FSR however, it's trash.
I can’t stand the look of it and I’d rather just run actually at a lower resolution since it ends up looking better.
DLSS rarely, if ever, looks worse.
The wildest thing is combining DLSS with DLDSR if you're running say a 1440p system like I am. Set your monitor to 1.78x DLDSR resolution, run your game at 3413x1920 and enable DLSS quality. In the end you render at 2275x1280 but end up with way better image quality than native, and the upscaling+downsampling ends up being a great anti-aliasing method since it sorts out a lot of the bad TAA blur.
Maybe complete the game fully before releasing it? Maybe people wouldn’t have an issue and you wouldn’t have to come up with excuses to justify a non-complete game.
The people working on DLSS support are not the people working on "more content". Not having DLSS is unforgivable at this stage.
I want to buy this game, but I'm not going to until it gets DLSS support. If the game is dead by that time then so be it, I'll keep my money.
Wow. You game dev don't you
I am a software developer, yes.
You are completely incorrect with your guess on who does what in game studios
I’m definitely not. DLSS support is a low level engine feature. The engine developers working on this are not working on content.
DLSS support should be in the engine before there is even any content - it should be there before there’s even a playable build.
No, the tech works content too. A lot.
In general no, they don’t. Engine programmers aren’t designing levels or characters or missions.
Also as I said, DLSS support should be in the engine before there is even any content.
You are not correct.
I am, but good try.
No. I am a game developer. Many tech help a lot with implementing content. You made an educated guess and it was wrong. Own it or be a child about it, I don't really care at this point. This is more for anyone that actually do want to know
Again - DLSS is a low level engine feature. It should be implemented before there is even any content. Sure in a little indie studio the person doing the content is probably doing the engine stuff too, while they're probably doing the music too, but for a game like Helldivers by a studio with about 100 people, the people doing the engine are not making content.
In fact, lets look at what Arrowhead themselves say about their team that made Helldivers 2, hey?
https://jobs.arrowheadgamestudios.com/departments/programming-tech
Engine Team We work on the core technology of our game - the engine. We’re currently using the Autodesk Stingray engine, which is written in C++. Our main focus is the engine runtime - performance, streaming and core systems. We care a lot about correctness and gathering data to make sound decisions.
See how they're not making content?
Then there's the "Game Code Team". They collaborate with the content creators - Artists, Animators, etc.
Game Code Team We work on the gameplay systems and features. We collaborate with Artists, Animators and all forms of Designers to create the best possible game experiences. We work with C++ and fast iteration times is a key success factor for us.
Then there's the Tools team: again, not making content
Tools Team We’re responsible for the tools pipeline, such as the game editor. The various content creator teams are our primary customers and improving their workflows is our main concern. We maintain and develop various tools and software, and we work with modern C# .NET and WPF.
See how they mention "content creator teams"? See how they work on the tools for those teams to use?
You still want to carry this on? You think you know better than the people that make the game themselves?
Incorrect. Dlss is a hardware graphics layer and is not implemented more than calling an api.
Tech do many other things in a studio
Including gameplay coding, render engineer, etc. In small studios one engineer can do everything.
Att big studios, you still don't have someone working only with render apis for the engine because you have an engine team, most often not in your own studio. If it is in your studio that team is also not only working on render api calls
Hope this explains it to you, you can stop guessing how it works. I know better yes because I am those people. You forget you are the one guessing
Might want to check my updated post mate lol. They literally specify that they do not, in fact, do other things. I'm not the one guessing, you are. Do you work for Arrowhead?
Dlss is a hardware graphics layer and is not implemented more than calling an api.
As is almost everything in game development. DLSS is an ENGINE feature. It has to be implemented by the engine team. The people making art for the game aren't implementing DLSS or ray tracing lol.
Everyone in a studio contributes to make a game, it is very uncommon to have tech that works only on render or engine. Hope this helps!
Cool! Irrelevant, but cool I guess!
At arrowhead especially, since they literally tell us on their website, the people doing DLSS would not be doing content or art or music or anything other than engine features.
Relevant as you spent months asserting they don't
At arrowhead the tech works content too.
They don't make content.
Nobody has pretended that.
They work to make content
You program so many things that are content
Good luck with your head
You said, and I quote:
No, the tech works content too. A lot.
The people at arrowhead that would implement DLSS do not make content for the game.
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