Maybe AMD is helping them out, and any optimization that they come up with would be conpatatble with the console version.
is because companies pay to block the technology off:
I don't think he said anything about optimization, just how easy it is to add certain features.Programmer from dev house that only does performance optimization and never produced a single game in their lifetime claims that performance optimizations are easy.
Wow.
Temporal upscalers are all about performance optimization.I don't think he said anything about optimization, just how easy it is to add certain features.
Why is that strange? They have to add the support for the different solutions, wich they supposedly do by using their own wrapper between the game itself and different API's. If they developed the game or not has nothing to do with how/if you implement DLSS/FSR etc.Strange to make such a statment like that if you never did a new game. Getting an already project done from others companies IMO is the easy part. Is like copy/paste homework from others.
Well, technically most PC ports are just that ports. The actual game dev is done on consoles and then a port is made for PC. At that point, the effort becomes basically what Nixxes is doing. You are taking someone else's code and implementing PC specific features which are fairly easy to implement from the sound of things. There are APIs you can use to plug into these features. You dont have to start from scratch.Strange to make such a statment like that if you never did a new game. Getting an already project done from others companies IMO is the easy part. Is like copy/paste homework from others.
What? These techniques are literally optimization...Programmer from dev house that only does performance optimization and never produced a single game in their lifetime claims that performance optimizations are easy.
Wow.
Well I was hoping Bethesda was getting more then just money with the AMD deal, so It would suck a little bit less for somebody at least.No it sounds more like Company A is paying money to keep Company B's reconstruction technique to not being used.
We are now living in the times of exclusive reconstruction tech.![]()
Yep hopefully Nvidia and AMD can call some kind of truce.
Seems that the reason why we dont have FSR,DLSS and XeSS on all games is because companies pay to block the technology off:
"All three APIs are so similar nowadays, there's really no excuse."
So why does FSR lag behind XeSS and DLSS in image quality and performance?
FSR and DLSS is not manual optimization a programmer does, he just adds an api that does the job.Temporal upscalers are all about performance optimization.
They're very similar in their implementation, programming-wise."All three APIs are so similar nowadays, there's really no excuse."
So why does FSR lag behind XeSS and DLSS in image quality and performance?
Him: Yes, I don't know. It's mostly the same amount of work.
Actually, it might be more straightforward to integrate DLSS than FSR.
DLSS is a black box. You give some resources to an SDK and get a result.
With FSR, you have to manually integrate the shader into your pipeline. Depending on the engine, it can be more complicated. But again, if there is a difference in the effort required for integration, it is negligible.
Me: I see. There's been a huge debate lately because AMD is the exclusive partner for Starfield, and many people are afraid that the only available uspcaling technique will be FSR, which means no DLSS.
Him: Also, that person is borderline unhinged.
Him: If it comes to that, it's about deals, not about difficulty/time/budget.
Partnered doesn't necessarily mean deal. At *censored*, we've had partnered IHVs, and generally, that means they invest their time to help us with best practices.
Occasionally, Nvidia would suggest that we implement one of their features, like how we had turf grass in *censored*.
Him: Maybe they also gave money to have their logo appear or whatever, but we were interested in insider knowledge of hardware. It's super helpful to have an AMD/Nvidia engineer look at what you're doing in code and tell you that there's an alternative that would be more optimal on X hardware.
They would be adding DLSS, FSR, and XeSS to games that didn't have any of that though so they have experience.Strange to make such a statment like that if you never did a new game. Getting an already project done from others companies IMO is the easy part. Is like copy/paste homework from others.
They would be adding DLSS, FSR, and XeSS to games that didn't have any of that though so they have experience.
Why is that strange? They have to add the support for the different solutions, wich they supposedly do by using their own wrapper between the game itself and different API's. If they developed the game or not has nothing to do with how/if you implement DLSS/FSR etc.
Ok, but why is making a new game a prerequisite to knowing how DLSS, FSR or XeSS is added to a game?Is not the same as making a new game from the ground dude. The time you take for making a port is very different from making a new IP/making a sequel.
Ok, but why is making a new game a prerequisite to knowing how DLSS, FSR or XeSS is added to a game?
The "dev friend", sure lol.
Also, "Fuck off n&$&#$&"
Is that word what I think it is?
I'm confused what you're trying to say. Wouldn't this be even more impressive? The fact that when porting a game it could be in any engine you're not familiar with and still add these features.Because you don't even know what engine you gonna use to begin with while the game is in development phase, while porting a game is already decided.
Well, I suppose but this isn't about performance choices of using FSR1 vs FSR2. I don't see the relevance of the timeframe to create a game from scratch and being able to comment on how easy or difficult it is to add any of the super sampling methods to a game.Remember Kingdom Hearts 3? This game took like 6~7 years to make and in the middle of the development they give up using Luminus Engine in favor of the Unreal Engine.
So for him to say 'is easy' and 'there is no excuse', from a new IP perspective is wrong. Maybe for remasters/ports could be because take less time. He is like walking into the 'lazy dev' argument, because if is that easy why FF devs choise to use FSR 1.0?
I'm confused what you're trying to say. Wouldn't this be even more impressive? The fact that when porting a game it could be in any engine you're not familiar with and still add these features.
Well, I suppose but this isn't about performance choices of using FSR1 vs FSR2. I don't see the relevance of the timeframe to create a game from scratch and being able to comment on how easy or difficult it is to add any of the super sampling methods to a game.
Pretty much.So Nvidia and AMD are paying studios to not add the other's tech?
Seems that the reason why we dont have FSR,DLSS and XeSS on all games is because companies pay to block the technology off:
He meant that their IMPLEMENTATION are really similar, hence why they made their own wrapper around all of them. The wrapper takes the same call from the game and then "translates" it into the selected API (DSSL, FSR, etc.)"All three APIs are so similar nowadays, there's really no excuse."
So why does FSR lag behind XeSS and DLSS in image quality and performance?
Programmer from dev house that only does performance optimization and never produced a single game in their lifetime claims that performance optimizations are easy.
Wow.