Lol John being kind as always. But you could hear his disappointment in FSR1 being used which is rare for him to slip through his everything is rainbows facade. Game looks average at best for a Nintendo title, IQ is bad for 2025 and double buffer v sync is laughable. Keep damage controlling though
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I did throw double buffer vsync under the bus right off the bat in the thread
Their shadow method is laughable
IQ is not laughable, again, had DF not mentioned the method, who can really put the finger on this especially paired with SMAA. You don't. Nor can I claim to, but I do notice absence of smearing and ghosting that has plagued modern games and thank fucking god not every devs bite on these solutions
I've seen way worse IQ with more fancy AA solutions
Go start Monster Hunter Wild with a top line RTX card and DLSS all bells and whistles. Looks like shit IQ no matter what you'll do.
This looks crisp
You'd be getting along really well with that anti UE channel now ;P
Uh oh lol
I think he goes overboard a bit and there's dubious grifting for $900k for some sort of branch of UE which I don't believe will ever amount to anything but there's some arguments especially in his early videos that are legit and also corroborated by devs and a ton of peoples testing AA for years now
Seriously though - I do agree that visual direction choices free of temporal artifacting getting default dunked on by mainstream discourse is a problem - the first reaction to this shouldn't be 'but but DLSS' - it's like we're actively advocating for developer creative censorship in modern gaming.
Now in fairness - there 'are' superior methods to 'SMAA' for image treatment that still avoids smearing the image temporal-style(and doesn't cost arm and a leg MSAA style) - some of us learned the hard way when trying to do good VR. Others just shipped smeared VR to N-th degree (I'm looking at UE and IDTech here mostly).
there's still peoples trying to make better versions of pre temporal solutions nowadays and I'm happy for that. There's a dude making a flight sim that had interesting tech, fresnel something, I'll look up for his name tonight
Just like I am very pro path tracing and so on, I also admire the work of peoples still continuing to advance global illumination with rasterization because clever peoples find amazing solutions.
Smearing and ghosting of temporal solutions are a plague though and unusable in VR imo. The DLSS 2.1 I think which was for VR was pretty much abandoned.
But part of the problem is that talent that actually understands the inner workings of these is exceedingly hard to come by - easier to just treat your AA/upscaling as black boxes you toggle on/off and not your problem from there on. I bet advent of AI coders will really take that 'abundance' of understanding to the next level too...
The it's only gonna get worse
Sprinkle AI devs in there, shake and bake, and we'll get garbage.