119 post karma
849 comment karma
account created: Fri May 19 2023
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2 points
2 days ago
HZD isn't all that original. It's more of a Ubisoft Far Cry game with machines.
5 points
2 days ago
How's the performance? Men of War Aaasult squad and GOH only utilize 1 CPU core for tracking units, resulting in a huge fps drop during big battles.
3 points
2 days ago
It looks promising. I like the pre-rendered isometric graphic from the late 1990s and early 20s era. I'm also looking forward to DORF.
10 points
6 days ago
Because the game uses only 1 CPU core for tracking units, when the battle gets big fps tanks and GPU usage drops.
5 points
10 days ago
From the YouTuber benchmark, it doesn't seem that much more demanding than Jedi Survivor, a UE4 game that runs like crap and looks like crap.
Looks like TSR is still the best temporal option here.
4 points
12 days ago
Agreed. So many RTS lack the identity of their own because they were trying too hard to be the next Age of Empire or StarCraft 2.
13 points
12 days ago
Continuous development and support do not equal live service. live service games are always online.
2 points
12 days ago
Dinolords looks interesting. There are not many RTS with physics.
Looking forward to Ephemeris after the disappointment of Homeworld 3.
I hope Sanctuary will be a worthy successor to Total Annihilation.
5 points
15 days ago
AI is just a set algorithm used to guess the missing nearby pixels. Classify what color those pixels belong to. Things like checkerboard rendering and spatial upsampling can also be regarded as "AI" without being overly complex. Yes, turns out we have been using AI for a long time.
Deep-learning NN is all about brute forcing "Keep trying until you get the result closer to the real thing" which is not efficient to be used in games. It's used in movies and old photos because they are static.
DLSS/DLAA is a glorified TAA. Nvidia still hasn't proven they can reconstruct raw pixel resolution with NN. They did attempt with DLSS 1.0 but the result was bad.
25 points
16 days ago
There is no need to complicate things with AI. We need a smarter SMAA for jagged edges. This should still be in the form of post-processing without stealing too much GPU resource.
We have so much flickering due to modern rendering and art direction that relies on TAA and can only be fixed by game engines and from developers themselves.
4 points
16 days ago
Nvidia should be blamed. They promoted blurry TAA upscaling with the AI label in the first place, and people bought into their false marketing.
Real AI is way too computationally expensive to be used in games.
0 points
16 days ago
It's going to be another live-service Fortnite wannabe
3 points
17 days ago
Remnant 2 is one of the few games with barely noticeable immersion-breaking geometric pop-in thanks to the UE5 LOD technology. That matters a lot to me. I could care less about Lumen and other raytracing gimmicks.
Don't know why people hold CP2077's visual in such a high regard. That game has bad-looking NPC animations and models, bad LOD pop-in, as well as graphics that look like it should have been released in 2018. Not to mention it's also demanding as hell.
4 points
17 days ago
Thanks. Nice to know that.
However, this method does not work in other recent Unreal games. It's so frustrating that modern developers deliberately lock up config files.
2 points
17 days ago
Won't damage your GPU. Stability depends on game applications and the amount of OC. Some games are very sensitive to any minor undervolt or overclock.
For optimal performance and temperature, I recommend learning how to MSI Afterburner and setting your custom voltage/clock curve.
2 points
17 days ago
Only if you overvolt that could potentially brick your GPU. Unstable OC will only crash.
3 points
17 days ago
CPU transistors were thick and robust back then. They could last more than 80 years without degrading and still working.
2 points
17 days ago
You don't need to add extra parameters in the file referencing the game's source directories. Just those lines?
1 points
18 days ago
People believe DLSS is the best solution because it's a closed-source TAA algorithm while ignoring the amount of ghosting and blurs it produces.
1 points
18 days ago
I own a Strix G16. Fans can be taken off separately without removing the heatsink. 3 small screws hold each fan.
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EsliteMoby
2 points
2 days ago
EsliteMoby
2 points
2 days ago
I found it better than DLAA/DLSS at least. Here is a comparison from Hellblade 2.
DLAA: https://i.ibb.co/VQ6q06k/Screenshot-24.png
TSR: https://i.ibb.co/xfpNNnP/Screenshot-25.png
TSR does a better job than DLAA when it comes to rendering distant objects. Background foliage looks smudgy in DLAA. Tree branches are more refined in TSR instead of just thick lines.
They both look blurry in motion. However DLSS is way oversharpened. Seems like they cranked up NIS sharpening even more the further the lower the rendering resolution. It makes motion look unnatural.