NVIDIA: Rainbow Six Siege Players Test NVIDIA Reflex and Two new DLSS Titles
Rainbow Six Siege players can check out NVIDIA Reflex, and a pair of new games are shipping with NVIDIA DLSS technology, it is now easier for Unreal Engine developers to add DLSS and Reflex to their games, and creative applications are using DLSS to boost performance.
GeForce Gamers Playing Rainbow Six Siege Are Getting an Aiming Upgrade
In nearly all sports the right gear can help competitors achieve their full potential. Competitive games are no exception, where better GPUs, displays, peripherals, and good software can lead to split second improvements in targeting which can be the difference between digital life or death. Rainbow Six Siege players with a GeForce 10 Series GPU and newer can now download the public test server, run the Vulkan version, and try out NVIDIA Reflex before it comes to the main game. Just go to the display options menu and enable NVIDIA Reflex Low Latency. Being a fraction of a second late on the trigger is the difference between winning or losing the engagement, so reducing system latency can be a huge boon for Rainbow Six Siege players. With NVIDIA Reflex, system latency is significantly reduced, making it easier to target enemies and improve your pc’s responsiveness.
To help competitive gamers measure and optimize end to end system latency, we created the NVIDIA Reflex Latency Analyzer. Using hardware and software built into monitors and mice, system latency can now easily be measured, allowing you to optimize your setup for the best responsiveness. NVIDIA also announced that the ASUS ROG SWIFT 360Hz PG259QNR display is now available and the MSI Clutch GM41 Gaming Mouse has joined the Reflex Latency Analyzer product family.
Nioh 2: The Complete Edition and Mount & Blade II: Bannerlord Just Got Faster!
Nioh 2: The Complete Edition and Mount & Blade II: Bannerlord join the list of games that support NVIDIA DLSS. Enabling DLSS in Nioh 2 can accelerate frame rates by up to 58%, enabling all GeForce RTX gamers to enjoy Nioh 2 at over 60 FPS at all times. In Mount & Blade II: Bannerlord NVIDIA DLSS can accelerate performance by up to 50% at 4K, allowing gamers to hit 60+ FPS across all GeForce RTX GPUs.
NVIDIA DLSS and Reflex Just Got Easier for UE4 Developers to Add to Their Games
Developer’s ability to level up their games with the same cutting-edge technologies found in the biggest blockbusters got a lot simpler. Unreal Engine 4 (UE4) developers can now access DLSS as a plugin for Unreal Engine 4.26. Additionally, NVIDIA Reflex is now available as a feature in UE4 mainline. Developers building the engine from source will now be able to easily add the Reflex low latency mode to their game. Now all Unreal Engine developers can easily use these same technologies in games, thanks to UE4 integration.
Related Links:
NVIDIA DLSS Plugin and Reflex Now Available for Unreal Engine on the NVIDIA Developer blog.
Creative Powerhouses Adopt NVIDIA DLSS For AI-Accelerated Performance Boost
Gamers are not the only ones benefiting from DLSS. Now, the content creation industry is deploying this technology to enhance all kinds of workflows including virtual production, architectural visualization, animated films, product design, simulations and data generation. Leading creative developers including 51 World, Goodbye Kansas Studios, Hyundai Motors, Lucasfilm’s Industrial Light & Magic (ILM), Orca Studios, Surreal Film Productions, and more are taking advantage of DLSS to boost performance and realize their creative visions. Read their success stories on the NVIDIA blog.
NVIDIA: GeForce RTX 3060 Hash rate Limiter is enforced through both driver and BIOS - 02/19/2021 10:00 AM
Yesterday NVIDIA issued a press release in which it is making a first step against and for miners. While that line sounds dualistic, it's the truth. The good news is that NVIDIA for the RTX 3060 re...
NVIDIA: V-Sync OFF Not Recommended as a Global Setting Starting - 02/12/2021 10:01 AM
This communique slipped through the mazes, but apparently NVIDIA V-Sync OFF is no longer recommended as a Global Setting Starting with Driver Version 461.09....
NVIDIA: Ampere RTX 30 Stock Issues Is not only based on GPU shortages - 12/03/2020 06:54 PM
Nvidia's CFO Colette Kress was present at a technology conference hosted by Swiss financial services company Credit Suisse; she spoke about the ongoing stock shortages. Nvidia understands that the R...
NVIDIA: 8-pin PCIE connector on contest photo was a concept render - 11/30/2020 04:55 PM
Funny this one, if you look at the photo below the fold, you're going to notice a standard PCIe PEG 8-pin power header on a founder edition GeForce RTX 3070. Read it again, 8-pin power header....
NVIDIA: A Dozen More Games will have Ray Tracing and DLSS This Year - 10/21/2020 09:11 AM
RTX ON: A Dozen More Games will have Ray Tracing and DLSS This Year The rest of October and November will be busy for GeForce Gamers. The holidays are coming, and with them comes a dozen games that su...
Senior Member
Posts: 11808
Joined: 2012-07-20
wow...
therefore with non periodic signals you can't? WTH dude? You still haven't read the Nyquist theorem.
than its equally true for any other signal, and NOT just sine.
Because what else would be "the highest frequency" of non-periodic signal? lf not that of highest harmonic in its Fourier series?
This is such a basic stuff that its pissing me off that you dont know it, but are still willing to go back and forth. Arguing against a MATHEMATICAL theorem. Who does that o_O
Are you really that pissed? Because there is difference between sine and triangular wave? And because when both have frequency equal 1/2 of sampling rate, their captured values are exactly same?
Have you by chance ever saw frequency spectrum of saw tooth or triangular wave? Let's say 8kHz symmetric triangular wave. Captured with something that has sampling rate of 96kHz or more. (To prevent cut off.)
Can you, yourself by chance post image?
Senior Member
Posts: 8192
Joined: 2010-11-16
Because there is difference between sine and triangular wave? And because when both have frequency equal 1/2 of sampling rate, their captured values are exactly same?
Have you by chance ever saw frequency spectrum of saw tooth or triangular wave? Let's say 8kHz symmetric triangular wave. Captured with something that has sampling rate of 96kHz or more. (To prevent cut off.)
Can you, yourself by chance post image?
"what if mouse farts" , "lets say Santa is a rapist", "imagine that a reindeer explodes"
read the Nyquest theorem
bye
https://forums.guru3d.com/threads/forza-horizon-4-demo-available.422968/page-2
Senior Member
Posts: 11808
Joined: 2012-07-20
"what if mouse farts" , "lets say Santa is a rapist", "imagine that a reindeer explodes"
read the Nyquest theorem
bye
https://forums.guru3d.com/threads/forza-horizon-4-demo-available.422968/page-2
I get you and I feel for you. That thing you do not want to put here is:
8kHz triangle wave has odd harmonics which are at following frequencies:
24kHz, 40kHz, 56kHz, 72kHz, 88kHz, ...
When you look at 8kHz triangle wave through Nyquist Theorem, you'll know that having sample rate of:
44kHz will capture properly only 1st Harmonics at 8kHz, rest will be trashed depending on AD pre-processing.
96kHz will capture properly 1st Harmonics at 8kHz, and 24kHz + 40kHz harmonics.
192kHz will capture properly 1st Harmonics at 8kHz, and 24kHz + 40kHz + 56kHz + 72kHz + 88kHz harmonics.
https://en.wikipedia.org/wiki/Triangle-wave
In link above, there is lovely example of effect of harmonics on resulting sound. (Right side, named: Additive Triangle wave sound sample. )
Sound itself starts at 220Hz, its added harmonics are 660Hz, 1100Hz, 1540Hz, 1980Hz, 2420Hz, 2860Hz, ... and so on.
What can be heard at 1st when only 220Hz sound plays is pure sine wave. Adding additional harmonics (which are sine waves too) slowly in steps turns it closer and closer to true triangle wave.
Everyone can hear for themselves that without harmonics, there is no triangular wave.
Sampling and replaying 8kHz triangular wave at 44kHz, 96kHz, 192kHz will result in very different outputs.
And there is even image of harmonics of triangle wave on same wiki.
- - - -
As of your examples in quotation marks. I'll give you alternative: "What if you actually look at what I told you to look at years ago."
Senior Member
Posts: 8093
Joined: 2014-09-27
No kind of post-processing is native. It is just post processing.
One could as well render native 4K, run over it 10 pixel wide Gaussian filter and state: "Native 4K is worse than TAA 1080p."
Sure, 4K with use of 10 pixel wide Gaussian filter would look worse than 1080p with any TAA. Yet, statement would be wrong as it does not compare native resolution rendering, but post-processing methods.
And as can be seen, I stated that DLSS 2.0 is often better than TAA run at native resolution. (But not better than native resolution rendering itself. There is simply too big loss of information for both TAA and DLSS.)
And as I wrote many times before. nVidia should have enabled use of DLSS for processing of native resolution images. Its frametime impact is not high and would justify its results.
There is no "native" and no post processing distinction, not the way you imagine it.
A single game (at any given native resolution), is a composition of effects, filters and calculations done at usually a fraction of the"native" resolution.
I know you will ignore this and say whatever, but if anyone else is interested in how things actually are, this is s great read:
https://simoncoenen.com/blog/programming/graphics/DoomEternalStudy.html
Senior Member
Posts: 8192
Joined: 2010-11-16
With simple sine signals, you can get away with frequencies up to 1/2 of sampling rate.
wow...
therefore with non periodic signals you can't? WTH dude? You still haven't read the Nyquist theorem.
With simple sine signals, you can get away with frequencies up to 1/2 of sampling rate.
than its equally true for any other signal, and NOT just sine.
Because what else would be "the highest frequency" of non-periodic signal? lf not that of highest harmonic in its Fourier series?
This is such a basic stuff that its pissing me off that you dont know it, but are still willing to go back and forth. Arguing against a MATHEMATICAL theorem. Who does that o_O