› Foros › Multiplataforma › General
Seto-Ichitaka escribió:@Gendohikari Tango Games es un estudio, no se puede comparar con el resto que se han mencionado. No ha sido lo mismo la compra de Bethesda que la de Playground Games, por ejemplo.
ryo hazuki escribió:@LostsoulDark Que exista retrocompatibilidad no significa que Nintendo (o quien sea) no pueda lucrarse se sacar estos mismos juegos mejorados en el nuevo sistema.
Yo si creo que la próxima consola sera compatible con todos los juegos de switch, pero también creo que habrán ports deluxe de algunos de estos juegos a precio de novedad.
Lo interesante sera ver si Nintendo regala estas versiones a los que ya tenian el juego original o si habra que pasar por caja de nuevo (que conociendo a Nintendo a mi me da que será la segunda opción)
LostsoulDark escribió:ryo hazuki escribió:@LostsoulDark Que exista retrocompatibilidad no significa que Nintendo (o quien sea) no pueda lucrarse se sacar estos mismos juegos mejorados en el nuevo sistema.
Yo si creo que la próxima consola sera compatible con todos los juegos de switch, pero también creo que habrán ports deluxe de algunos de estos juegos a precio de novedad.
Lo interesante sera ver si Nintendo regala estas versiones a los que ya tenian el juego original o si habra que pasar por caja de nuevo (que conociendo a Nintendo a mi me da que será la segunda opción)
Yo no usaria la palabra regalar, mas bien que NIntendo al fin reconozca la licencia de uso que se adquiere con la compra de sus juegos, por supuesto no estoy en contra que saquen a la venta una version vitaminada pero que de la noche a la mañana te digan que toda la biblioteca de Switch pagada a precio de oro queda descontinuada y lastrada a la consola descontinuada seria muy abusivo o buen muy Nintendo.
Y por otro lado ahora si no veo que cambien el modelo de la consola, no hay que subestimar la creatividad de Nintendo pero es como con los moviles, no veo como cambiar el modelo que todos usan sin que sea una chorrada como esos que se doblan, jajaja
ryo hazuki escribió:Yo creo que la sucesora de Switch va a ser excesivamente continuista con un par de novedades y ya. Se han ganado un público que no creo que les interese perder sacando una consola muy distinta a lo que es Switch.
Solo hay que tirar de historia y ver lo continuistas que eran Wiiu y 3DS respecto a Wii y DS y quizas ese continuismo fue lo que hiciera que ninguna de las dos estuviera a la altura de sus predecesoras.
mocolostrocolos escribió:Es increíble cómo una mala traducción de un concepto japonés hace que la red se inunde de titulares de mierda.
No, Nintendo no está "preocupada" por la sucesora de Switch. Lo que está es enfocada en que el concepto de la consola sea igual de atractivo.
triki1 escribió:mocolostrocolos escribió:Es increíble cómo una mala traducción de un concepto japonés hace que la red se inunde de titulares de mierda.
No, Nintendo no está "preocupada" por la sucesora de Switch. Lo que está es enfocada en que el concepto de la consola sea igual de atractivo.
La verdad es que me gustaria ver la fuente original en japones( ya me buscaria yo la vida para traducirla de varias formas para ver cual podria ser la mejor) para comprobar esta "polemica" porque dudo mucho que un dirigente de Nintendo dijese algo parecido dado que cuaquier madamas con puesto relevante siempre tratan de decir discursos positivos aunque la compañia se este incendiando a sus espaldas, eso de soltar un mensaje "pesimista" como que no quiere la cosa no le veo demasiado sentido.
mocolostrocolos escribió:Es increíble cómo una mala traducción de un concepto japonés hace que la red se inunde de titulares de mierda.
No, Nintendo no está "preocupada" por la sucesora de Switch. Lo que está es enfocada en que el concepto de la consola sea igual de atractivo.
mocolostrocolos escribió:triki1 escribió:mocolostrocolos escribió:Es increíble cómo una mala traducción de un concepto japonés hace que la red se inunde de titulares de mierda.
No, Nintendo no está "preocupada" por la sucesora de Switch. Lo que está es enfocada en que el concepto de la consola sea igual de atractivo.
La verdad es que me gustaria ver la fuente original en japones( ya me buscaria yo la vida para traducirla de varias formas para ver cual podria ser la mejor) para comprobar esta "polemica" porque dudo mucho que un dirigente de Nintendo dijese algo parecido dado que cuaquier madamas con puesto relevante siempre tratan de decir discursos positivos aunque la compañia se este incendiando a sus espaldas, eso de soltar un mensaje "pesimista" como que no quiere la cosa no le veo demasiado sentido.
mocolostrocolos escribió:Es increíble cómo una mala traducción de un concepto japonés hace que la red se inunde de titulares de mierda.
No, Nintendo no está "preocupada" por la sucesora de Switch. Lo que está es enfocada en que el concepto de la consola sea igual de atractivo.
Conclusion
AMD has achieved the unthinkable—the new FidelityFX Super Resolution FSR 2.0 looks amazing, just as good as DLSS 2.0, actually DLSS 2.3 (in Deathloop). Sometimes even slightly better, sometimes slightly worse, but overall, this is a huge win for AMD. Take a look at our comparison images—there's a huge improvement when comparing FSR 1.0 to FSR 2.0. The comparison to "Native" or "Native+TAA" also always looks worse than FSR 2.0, which is somewhat expected. When comparing "DLSS Quality" against "FSR 2.0 Quality," spotting minor differences is possible, but for every case I found, I'd say it's impossible to declare one output better than the other; it's pretty much just personal preference, or not even that.
Things look a bit different at the lower end of the spectrum, comparing "DLSS Performance" to "FSR 2.0 Performance." I would say that DLSS is slightly better here, especially when it comes to textured surfaces. Thin geometry also looks a little bit more detailed with DLSS, but it's a very close outcome overall, especially considering NVIDIA has had a lot of time to fine-tune DLSS, whereas FSR 2.0 is on its first iteration. If you actively hunt for rendering issues, you can find them in both upscaling implementations, but I'm happy to report that ghosting, while slightly visible, isn't a serious issue in FSR 2.0. The only noteworthy case is when fine line geometry, like a fence, is sitting behind other fine geometry, like vegetation. DLSS handles ghosting a little bit better overall even though the visual artifacts in DLSS are slightly more distracting than in FSR 2.0.
We also have comparisons with NVIDIA's DLAA (deep-learning anti-aliasing), which renders at native resolution and uses DLSS only for anti-aliasing. This is basically native quality with enhancements. FSR doesn't have any counterpart at this time, but I'm sure if demand is high enough, they'll add this capability. From a technical perspective, it's not that challenging to add on top of FSR 2.0. Not sure if the performance hit of native resolution rendering is worth the tiny improvement in image quality.. maybe for those single-player games that run 200+ FPS anyway, where you want the absolute best in image quality.
With FSR 1.0, AMD pioneered the addition of a sharpening filter to the upscaling pipeline. While this has been possible with NVIDIA sharpening through their Control Panel, too, it wasn't as nicely integrated. NVIDIA has since added a sharpening pass to DLSS 2.0, too, but that option is not available in Deathloop. While sharpening on FSR 1.0 was tied into the "Ultra Quality" preset exclusively, it has been decoupled with FSR 2.0 and is now a separate option with fine-grained control over the amount of applied sharpening. I hope there's a strong recommendation for all developers to expose these settings to the end-user because a selectable range plus "off" is a must for any sharpening filter due to personal preferences. That's also why I separated the "FSR 2.0 Quality" and "FSR 2.0 Quality with "Sharpening" comparison images—lots of people find sharpened images very distracting and prefer the slightly smoother look.
Another novelty is that FSR 2.0 supports dynamic resolution scaling, which works very well. You have plenty of options to play with, including setting a FPS target and a quality minimum, and the algorithms take care of the rest. The way the game switches between resolutions is so smooth I couldn't even spot it—I tried.
In terms of performance, FSR 2.0 deserves praise, too. While it is a little bit more demanding than FSR 1.0, which is not surprising given the additional logic, it's still mighty fast and pretty much identical to DLSS 2.0 on even NVIDIA hardware, which is able to offload many DLSS upscaling operations to the Tensor Cores. No doubt, on AMD hardware, there will be additional optimizations, but we wouldn't be able to compare performance against DLSS then because it's an NVIDIA exclusive technology. On the other hand, you're able to use FSR even on older NVIDIA hardware that doesn't support DLSS (Pascal or even Turing 16-series). I really have to applaud AMD for democratizing upscaling without additional hardware requirements. All we need now is widespread game developer support.
Developer support will be the biggest challenge for AMD I'm sure. While implementing FSR 1.0 is trivial—it's basically an additional shader pass—FSR 2.0 has more serious requirements that are basically identical to DLSS 2.0. For developers that already support DLSS 2.0, adding FSR 2.0 support will be easy, AMD talks about days. The Motion vectors are the biggest challenge here. As a developer, you have to ensure every single object that moves is accounted for or there will be rendering issues. This is still happening with DLSS today; for example, near doors, lifts, fans and other animated objects, 100% the developer's fault. Over time, as companies author their assets with upscaling in mind, this will become a non-issue, though. Another obstacle for AMD will be that NVIDIA has deep pockets and is certainly able to provide various means of "support" to game developers that embrace DLSS. This goes both ways, of course, like we've seen with FreeSync overtaking G-SYNC, and AMD's strategy to partner with game developers for optimized ray tracing effects seems to be working fine. In a perfect world, game developers would be adding support for both DLSS and FSR, which will ensure both companies have to compete and won't stop innovating—who knows what amazing upscalers that will lead to.
silenius escribió:AMD FSR 2.0 Quality & Performance Review - The DLSS KillerConclusion
AMD has achieved the unthinkable—the new FidelityFX Super Resolution FSR 2.0 looks amazing, just as good as DLSS 2.0, actually DLSS 2.3 (in Deathloop). Sometimes even slightly better, sometimes slightly worse, but overall, this is a huge win for AMD. Take a look at our comparison images—there's a huge improvement when comparing FSR 1.0 to FSR 2.0. The comparison to "Native" or "Native+TAA" also always looks worse than FSR 2.0, which is somewhat expected. When comparing "DLSS Quality" against "FSR 2.0 Quality," spotting minor differences is possible, but for every case I found, I'd say it's impossible to declare one output better than the other; it's pretty much just personal preference, or not even that.
Things look a bit different at the lower end of the spectrum, comparing "DLSS Performance" to "FSR 2.0 Performance." I would say that DLSS is slightly better here, especially when it comes to textured surfaces. Thin geometry also looks a little bit more detailed with DLSS, but it's a very close outcome overall, especially considering NVIDIA has had a lot of time to fine-tune DLSS, whereas FSR 2.0 is on its first iteration. If you actively hunt for rendering issues, you can find them in both upscaling implementations, but I'm happy to report that ghosting, while slightly visible, isn't a serious issue in FSR 2.0. The only noteworthy case is when fine line geometry, like a fence, is sitting behind other fine geometry, like vegetation. DLSS handles ghosting a little bit better overall even though the visual artifacts in DLSS are slightly more distracting than in FSR 2.0.
We also have comparisons with NVIDIA's DLAA (deep-learning anti-aliasing), which renders at native resolution and uses DLSS only for anti-aliasing. This is basically native quality with enhancements. FSR doesn't have any counterpart at this time, but I'm sure if demand is high enough, they'll add this capability. From a technical perspective, it's not that challenging to add on top of FSR 2.0. Not sure if the performance hit of native resolution rendering is worth the tiny improvement in image quality.. maybe for those single-player games that run 200+ FPS anyway, where you want the absolute best in image quality.
With FSR 1.0, AMD pioneered the addition of a sharpening filter to the upscaling pipeline. While this has been possible with NVIDIA sharpening through their Control Panel, too, it wasn't as nicely integrated. NVIDIA has since added a sharpening pass to DLSS 2.0, too, but that option is not available in Deathloop. While sharpening on FSR 1.0 was tied into the "Ultra Quality" preset exclusively, it has been decoupled with FSR 2.0 and is now a separate option with fine-grained control over the amount of applied sharpening. I hope there's a strong recommendation for all developers to expose these settings to the end-user because a selectable range plus "off" is a must for any sharpening filter due to personal preferences. That's also why I separated the "FSR 2.0 Quality" and "FSR 2.0 Quality with "Sharpening" comparison images—lots of people find sharpened images very distracting and prefer the slightly smoother look.
Another novelty is that FSR 2.0 supports dynamic resolution scaling, which works very well. You have plenty of options to play with, including setting a FPS target and a quality minimum, and the algorithms take care of the rest. The way the game switches between resolutions is so smooth I couldn't even spot it—I tried.
In terms of performance, FSR 2.0 deserves praise, too. While it is a little bit more demanding than FSR 1.0, which is not surprising given the additional logic, it's still mighty fast and pretty much identical to DLSS 2.0 on even NVIDIA hardware, which is able to offload many DLSS upscaling operations to the Tensor Cores. No doubt, on AMD hardware, there will be additional optimizations, but we wouldn't be able to compare performance against DLSS then because it's an NVIDIA exclusive technology. On the other hand, you're able to use FSR even on older NVIDIA hardware that doesn't support DLSS (Pascal or even Turing 16-series). I really have to applaud AMD for democratizing upscaling without additional hardware requirements. All we need now is widespread game developer support.
Developer support will be the biggest challenge for AMD I'm sure. While implementing FSR 1.0 is trivial—it's basically an additional shader pass—FSR 2.0 has more serious requirements that are basically identical to DLSS 2.0. For developers that already support DLSS 2.0, adding FSR 2.0 support will be easy, AMD talks about days. The Motion vectors are the biggest challenge here. As a developer, you have to ensure every single object that moves is accounted for or there will be rendering issues. This is still happening with DLSS today; for example, near doors, lifts, fans and other animated objects, 100% the developer's fault. Over time, as companies author their assets with upscaling in mind, this will become a non-issue, though. Another obstacle for AMD will be that NVIDIA has deep pockets and is certainly able to provide various means of "support" to game developers that embrace DLSS. This goes both ways, of course, like we've seen with FreeSync overtaking G-SYNC, and AMD's strategy to partner with game developers for optimized ray tracing effects seems to be working fine. In a perfect world, game developers would be adding support for both DLSS and FSR, which will ensure both companies have to compete and won't stop innovating—who knows what amazing upscalers that will lead to.
Si la implementacion es facil, lo usan os juegos y es tan bueno como dicen es una victoria para AMD ya que podria dejar de lado (al menos por el momento) la idea de implementar Tensor Cores en sus graficas
LordVulkan escribió:silenius escribió:AMD FSR 2.0 Quality & Performance Review - The DLSS KillerConclusion
AMD has achieved the unthinkable—the new FidelityFX Super Resolution FSR 2.0 looks amazing, just as good as DLSS 2.0, actually DLSS 2.3 (in Deathloop). Sometimes even slightly better, sometimes slightly worse, but overall, this is a huge win for AMD. Take a look at our comparison images—there's a huge improvement when comparing FSR 1.0 to FSR 2.0. The comparison to "Native" or "Native+TAA" also always looks worse than FSR 2.0, which is somewhat expected. When comparing "DLSS Quality" against "FSR 2.0 Quality," spotting minor differences is possible, but for every case I found, I'd say it's impossible to declare one output better than the other; it's pretty much just personal preference, or not even that.
Things look a bit different at the lower end of the spectrum, comparing "DLSS Performance" to "FSR 2.0 Performance." I would say that DLSS is slightly better here, especially when it comes to textured surfaces. Thin geometry also looks a little bit more detailed with DLSS, but it's a very close outcome overall, especially considering NVIDIA has had a lot of time to fine-tune DLSS, whereas FSR 2.0 is on its first iteration. If you actively hunt for rendering issues, you can find them in both upscaling implementations, but I'm happy to report that ghosting, while slightly visible, isn't a serious issue in FSR 2.0. The only noteworthy case is when fine line geometry, like a fence, is sitting behind other fine geometry, like vegetation. DLSS handles ghosting a little bit better overall even though the visual artifacts in DLSS are slightly more distracting than in FSR 2.0.
We also have comparisons with NVIDIA's DLAA (deep-learning anti-aliasing), which renders at native resolution and uses DLSS only for anti-aliasing. This is basically native quality with enhancements. FSR doesn't have any counterpart at this time, but I'm sure if demand is high enough, they'll add this capability. From a technical perspective, it's not that challenging to add on top of FSR 2.0. Not sure if the performance hit of native resolution rendering is worth the tiny improvement in image quality.. maybe for those single-player games that run 200+ FPS anyway, where you want the absolute best in image quality.
With FSR 1.0, AMD pioneered the addition of a sharpening filter to the upscaling pipeline. While this has been possible with NVIDIA sharpening through their Control Panel, too, it wasn't as nicely integrated. NVIDIA has since added a sharpening pass to DLSS 2.0, too, but that option is not available in Deathloop. While sharpening on FSR 1.0 was tied into the "Ultra Quality" preset exclusively, it has been decoupled with FSR 2.0 and is now a separate option with fine-grained control over the amount of applied sharpening. I hope there's a strong recommendation for all developers to expose these settings to the end-user because a selectable range plus "off" is a must for any sharpening filter due to personal preferences. That's also why I separated the "FSR 2.0 Quality" and "FSR 2.0 Quality with "Sharpening" comparison images—lots of people find sharpened images very distracting and prefer the slightly smoother look.
Another novelty is that FSR 2.0 supports dynamic resolution scaling, which works very well. You have plenty of options to play with, including setting a FPS target and a quality minimum, and the algorithms take care of the rest. The way the game switches between resolutions is so smooth I couldn't even spot it—I tried.
In terms of performance, FSR 2.0 deserves praise, too. While it is a little bit more demanding than FSR 1.0, which is not surprising given the additional logic, it's still mighty fast and pretty much identical to DLSS 2.0 on even NVIDIA hardware, which is able to offload many DLSS upscaling operations to the Tensor Cores. No doubt, on AMD hardware, there will be additional optimizations, but we wouldn't be able to compare performance against DLSS then because it's an NVIDIA exclusive technology. On the other hand, you're able to use FSR even on older NVIDIA hardware that doesn't support DLSS (Pascal or even Turing 16-series). I really have to applaud AMD for democratizing upscaling without additional hardware requirements. All we need now is widespread game developer support.
Developer support will be the biggest challenge for AMD I'm sure. While implementing FSR 1.0 is trivial—it's basically an additional shader pass—FSR 2.0 has more serious requirements that are basically identical to DLSS 2.0. For developers that already support DLSS 2.0, adding FSR 2.0 support will be easy, AMD talks about days. The Motion vectors are the biggest challenge here. As a developer, you have to ensure every single object that moves is accounted for or there will be rendering issues. This is still happening with DLSS today; for example, near doors, lifts, fans and other animated objects, 100% the developer's fault. Over time, as companies author their assets with upscaling in mind, this will become a non-issue, though. Another obstacle for AMD will be that NVIDIA has deep pockets and is certainly able to provide various means of "support" to game developers that embrace DLSS. This goes both ways, of course, like we've seen with FreeSync overtaking G-SYNC, and AMD's strategy to partner with game developers for optimized ray tracing effects seems to be working fine. In a perfect world, game developers would be adding support for both DLSS and FSR, which will ensure both companies have to compete and won't stop innovating—who knows what amazing upscalers that will lead to.
Si la implementacion es facil, lo usan os juegos y es tan bueno como dicen es una victoria para AMD ya que podria dejar de lado (al menos por el momento) la idea de implementar Tensor Cores en sus graficas
Les ha faltado decir que AMD ha pagado para que escriban ese artículo.
No tiene sentido usar imágenes estáticas para comparar la efectividad de métodos de reconstrucción temporales, en este cacho de video donde hay movimiento se ve perfectamente que DLSS es el único capaz de resolver correctamente bordes finos como la oruga de la escavadora.
https://youtu.be/BxW-1LRB80I?t=123
Obviamente se agradece tener un algoritmo de super escalado de código abierto de buena calidad que cualquiera pueda implementar, pero vender que es mejor que DLSS o que los tensor cores no son necesarios para conseguir resultados similares es directamente mentir.
silenius escribió:No venden que es mejor, dicen que esta muy cerca. En algunos casos mejor en algunos peor y te detallan donde tiene problemas con respecto a DLSS. Ademas hay que recordar que Nvidia lleva dos generaciones mejorando el DLSS mientras que AMD no lleva ni media
LordVulkan escribió:silenius escribió:No venden que es mejor, dicen que esta muy cerca. En algunos casos mejor en algunos peor y te detallan donde tiene problemas con respecto a DLSS. Ademas hay que recordar que Nvidia lleva dos generaciones mejorando el DLSS mientras que AMD no lleva ni media
NVIDIA tiene mucho margen de mejora porque trabaja con machine learning, cada año salen nuevas topologías y nuevos modelos mejores que el anterior, es un campo que está muy verde.
AMD tenía muy poco margen de mejora de FSR 1.0, y lo mismo con FSR 2.0, que son algoritmos completamente distintos y que ni siquiera se pueden implementar de la misma forma.
Cuando AMD desarrolle tensor cores sacará su FSR 3.0, que tampoco tendrá nada que ver con FSR 2.0 y ahí es cuando se empezará a acercar.
mocolostrocolos escribió:https://www.resetera.com/threads/fy2022-was-konamis-most-profitable-year-to-date.582596/
Que dice Konami que mañana empieza a licenciar sus juegos, sí.
Que están preocupados por su estado financiero.
silenius escribió:Por eso he dicho que por el momento amd puede dejar de lado los tensor cores (esta generacion que va entrar como minimo). Y eso de que FSR 2.0 no tiene margen de mejora pues como siempre es tu opinion, el tiempo te dará o no la razon. A mi el estado actual de dlss (y en este caso FSR 2.0) me sobra y me basta. Que Nvidia lo mejora mas? pues perfecto, mejor para todos, todo lo que sea mejorar es bueno pero a dia de hoy no creo que se necesite mucho mas (al menos por el momento). Si encima le añades que para tener dlss has de pasar por el aro de Nvidia y cambiar de grafica si no tienes tensor core (ya sea por tener amd o una nvidia mas antigua) esta solucion te permite estirar mas tu grafica. Yo tengo una GTX 1080 y juego a 2k y a dia de hoy sigo jugando a muchos juegos a 60 frames o mas con casi todo al maximo o bajando algunas cosas. Esto le da una segunda vida
Pd.- y no, no se acercará, ya se ha acercado
silenius escribió:AMD FSR 2.0 Quality & Performance Review - The DLSS KillerConclusion
AMD has achieved the unthinkable—the new FidelityFX Super Resolution FSR 2.0 looks amazing, just as good as DLSS 2.0, actually DLSS 2.3 (in Deathloop). Sometimes even slightly better, sometimes slightly worse, but overall, this is a huge win for AMD. Take a look at our comparison images—there's a huge improvement when comparing FSR 1.0 to FSR 2.0. The comparison to "Native" or "Native+TAA" also always looks worse than FSR 2.0, which is somewhat expected. When comparing "DLSS Quality" against "FSR 2.0 Quality," spotting minor differences is possible, but for every case I found, I'd say it's impossible to declare one output better than the other; it's pretty much just personal preference, or not even that.
Things look a bit different at the lower end of the spectrum, comparing "DLSS Performance" to "FSR 2.0 Performance." I would say that DLSS is slightly better here, especially when it comes to textured surfaces. Thin geometry also looks a little bit more detailed with DLSS, but it's a very close outcome overall, especially considering NVIDIA has had a lot of time to fine-tune DLSS, whereas FSR 2.0 is on its first iteration. If you actively hunt for rendering issues, you can find them in both upscaling implementations, but I'm happy to report that ghosting, while slightly visible, isn't a serious issue in FSR 2.0. The only noteworthy case is when fine line geometry, like a fence, is sitting behind other fine geometry, like vegetation. DLSS handles ghosting a little bit better overall even though the visual artifacts in DLSS are slightly more distracting than in FSR 2.0.
We also have comparisons with NVIDIA's DLAA (deep-learning anti-aliasing), which renders at native resolution and uses DLSS only for anti-aliasing. This is basically native quality with enhancements. FSR doesn't have any counterpart at this time, but I'm sure if demand is high enough, they'll add this capability. From a technical perspective, it's not that challenging to add on top of FSR 2.0. Not sure if the performance hit of native resolution rendering is worth the tiny improvement in image quality.. maybe for those single-player games that run 200+ FPS anyway, where you want the absolute best in image quality.
With FSR 1.0, AMD pioneered the addition of a sharpening filter to the upscaling pipeline. While this has been possible with NVIDIA sharpening through their Control Panel, too, it wasn't as nicely integrated. NVIDIA has since added a sharpening pass to DLSS 2.0, too, but that option is not available in Deathloop. While sharpening on FSR 1.0 was tied into the "Ultra Quality" preset exclusively, it has been decoupled with FSR 2.0 and is now a separate option with fine-grained control over the amount of applied sharpening. I hope there's a strong recommendation for all developers to expose these settings to the end-user because a selectable range plus "off" is a must for any sharpening filter due to personal preferences. That's also why I separated the "FSR 2.0 Quality" and "FSR 2.0 Quality with "Sharpening" comparison images—lots of people find sharpened images very distracting and prefer the slightly smoother look.
Another novelty is that FSR 2.0 supports dynamic resolution scaling, which works very well. You have plenty of options to play with, including setting a FPS target and a quality minimum, and the algorithms take care of the rest. The way the game switches between resolutions is so smooth I couldn't even spot it—I tried.
In terms of performance, FSR 2.0 deserves praise, too. While it is a little bit more demanding than FSR 1.0, which is not surprising given the additional logic, it's still mighty fast and pretty much identical to DLSS 2.0 on even NVIDIA hardware, which is able to offload many DLSS upscaling operations to the Tensor Cores. No doubt, on AMD hardware, there will be additional optimizations, but we wouldn't be able to compare performance against DLSS then because it's an NVIDIA exclusive technology. On the other hand, you're able to use FSR even on older NVIDIA hardware that doesn't support DLSS (Pascal or even Turing 16-series). I really have to applaud AMD for democratizing upscaling without additional hardware requirements. All we need now is widespread game developer support.
Developer support will be the biggest challenge for AMD I'm sure. While implementing FSR 1.0 is trivial—it's basically an additional shader pass—FSR 2.0 has more serious requirements that are basically identical to DLSS 2.0. For developers that already support DLSS 2.0, adding FSR 2.0 support will be easy, AMD talks about days. The Motion vectors are the biggest challenge here. As a developer, you have to ensure every single object that moves is accounted for or there will be rendering issues. This is still happening with DLSS today; for example, near doors, lifts, fans and other animated objects, 100% the developer's fault. Over time, as companies author their assets with upscaling in mind, this will become a non-issue, though. Another obstacle for AMD will be that NVIDIA has deep pockets and is certainly able to provide various means of "support" to game developers that embrace DLSS. This goes both ways, of course, like we've seen with FreeSync overtaking G-SYNC, and AMD's strategy to partner with game developers for optimized ray tracing effects seems to be working fine. In a perfect world, game developers would be adding support for both DLSS and FSR, which will ensure both companies have to compete and won't stop innovating—who knows what amazing upscalers that will lead to.
Si la implementacion es facil, lo usan os juegos y es tan bueno como dicen es una victoria para AMD ya que podria dejar de lado (al menos por el momento) la idea de implementar Tensor Cores en sus graficas
Seto-Ichitaka escribió:A mi no me convence que la tecnologia de AMD pueda sobrepasar la de Nvidia cuando esta ultima utiliza hardware dedicado para ello.
mocolostrocolos escribió:https://www.resetera.com/threads/fy2022-was-konamis-most-profitable-year-to-date.582596/
Que dice Konami que mañana empieza a licenciar sus juegos, sí.
Que están preocupados por su estado financiero.
Rokzo escribió:Starfield y redfall retrasados a la primera mitad de 2023
triki1 escribió:Grandioso el catalogo de lanzamientos de Microsoft para este 2022 ( notese la ironia), si ya de por si la primera mitad de año ha sido nefasta en ese sentido lo de la segunda parte se avecina como terrorifico, salvo que lo arreglen en su conferencia es de verguenza ajena........lo de Redfall uno se lo podia oler pero lo de Starfield? Anda y que les den por culo, hombre.
silenius escribió:Rokzo escribió:Starfield y redfall retrasados a la primera mitad de 2023
primer trimestre no primera mitad de 2023
mocolostrocolos escribió:silenius escribió:Rokzo escribió:Starfield y redfall retrasados a la primera mitad de 2023
primer trimestre no primera mitad de 2023
Primer semestre, es decir, la primera mitad de año.
Marve_Lita escribió:Tenía fecha Forza MotorSport?
Marve_Lita escribió:Tenía fecha Forza MotorSport?
Takumocho escribió:A mi ya me parecía de locos andar anunciando la fecha de salida (11-11-22) CON MÁS DE 1 AÑO DE ANTELACIÓN, y más viendo como muchos juegos se ha ido retrasando con el tiempo.. tan seguros estaban de aquella para anunciarlo de esa forma?
Rokzo escribió:A mí me chirriaba que no hubieran enseñado nada más allá de cuatro concepts arts
Veremos si es que no está muy verde el juego y se vienen dosis de crunch
Rokzo escribió:A mí me chirriaba que no hubieran enseñado nada más allá de cuatro concepts arts