God of War NVIDIA DLSS & Reflex Game Ready Driver Launching January 14th

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they need to work on their naming
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DLDSR (Deep Learning Dynamic Super Resolution), an updated NVIDIA Control Panel feature, enhancing Dynamic Super Resolution (DSR) resolution with AI, to improve image quality and accelerate performance.
oh yes that is just awesome
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Less cheats, sneaky techniques, more REAL optimizations. Already, game developers are quite lazy and do not optimize their games enough because they rely on DLSS / FSR to increase performance and close the mouths of those who complain about performance. Soon there will be a situation like: "Game runs bad? Oh not our problem by another RTX card for DLSS" Just like with Ubisoft and AC4, when one of the company's high-ranking employees, responding in the interview to the accusations that the game works terribly, replied that if the game is not working well for them, they should buy a second graphics card.
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Martin2603PL:

Less cheats, sneaky techniques, more REAL optimizations. Already, game developers are quite lazy and do not optimize their games enough because they rely on DLSS / FSR to increase performance and close the mouths of those who complain about performance. Soon there will be a situation like: "Game runs bad? Oh not our problem by another RTX card for DLSS" Just like with Ubisoft and AC4, when one of the company's high-ranking employees, responding in the interview to the accusations that the game works terribly, replied that if the game is not working well for them, they should buy a second graphics card.
Can you clarify the difference between a "real" optimization and a "sneaky" one? Can you name some "real" optimizations?
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Denial:

Can you clarify the difference between a "real" optimization and a "sneaky" one? Can you name some "real" optimizations?
Sadly most people have no clue , they think optimization is some magic wand you wave around . Admittedly there are some brilliant optimizations out there that seem like magic wand like quake 3 with the precalculated array's. But other than that it involves resizing assets. Or dropping geometry complexion etc etc , you do not need a mesh with 5000 vertices 150 meters away on a tullip with 4k diffuse specular normal depth material from you a 20 vertices one with 256x256 will look as good . Most of the times the poor coding is because of the constraint in time and pressure by publishers . I genuine believe most devs would do a much better job if they where given the time they ask.