I believe that Tim has just explained the crux of the situation. The only way to notice a difference is to look closely at little things that you'd probably never notice, especially in a racing game.
You're not wrong old friend, you're not wrong.Thats my biggest problem with this kind of analysis.
For some reasons, facts like this are always ignored and in the end, the viewer/reader ends with the impression that the tech sucks (just ask any member of the nvidia church what they think of FSR).
Same for RT, (which to me) only works on literally a couple of games, in a way that I would say I want it to the point that I would ignore the insane performance hit.
They dont point that out, they dont point that it is practically a gimmick on 99.98% of the current games, wont point out that in a fast moving game is almost impossible to see or my favorite, they themselves needs to pause the game when they find a puddle or a mirror to "admire" the RT effects.
I can go on and on about that, but you get the point already.
Yep, and the question remains... How much value does RT add to a racing game? Since your light angle is almost constantly changing and you're focused on the edge of the track for your next turn, does RT really do anything? I'm going to guess that it's a no.Honestly I'd only use these upscaling tricks with RT turned on. My 2080 super has no trouble playing 1440p with very high settings and no DLSS. RDNA3 and Lovelace are going to be plenty fast enough in rasterisation even for lower end models.
Yeah, it's a shame that more developers don't have this level of dedication.It is a highly optimised game considering the graphics and amazing lighting.
I believe it. This is why I say that FSR and DLSS are only for cards that can't properly play the game natively. For high-end cards, they're completely redundant.Anyone else just running with MSAA (and driver supersampling as to get rid of jaggy wires) ? No ghosting, no glitches and an ultra sharp experience. Amazing in 4k
Games only. While video frames can be used to generate the motion vector and color buffers required for FSR and DLSS, there's no depth buffer at all, which both methods require to work as intended.Is this technology purely for games or could it be applied to streaming video?