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Recent content by kabarsa

  1. kabarsa

    Microsoft Plans to Build Nuclear-Powered Data Centers

    Waste can be reused ideally, there is a push for a long running idea to complete the nuclear fuel cycle, Rosatom tries to do it for some time and there is a progress. In the long run it should allow much better fuel availability to nuclear power plants...
  2. kabarsa

    Star Wars Jedi: Survivor: FSR 2.2 vs. DLSS 2 vs. DLSS 3 Comparison

    I use it wherever its available, it saves some CPU bound games like Witcher3 NextGen or Starfield with mod, and makes others very smooth, like Remnant2, and of course allows RT Overdrive in CP2077 to be playable and smooth, I can't think of a genuine bad example right now related to FG itself...
  3. kabarsa

    Star Wars Jedi: Survivor: FSR 2.2 vs. DLSS 2 vs. DLSS 3 Comparison

    Thank for checking out the latest patch. How does it compare in terms of traversal stutters ? from what I've seen so far everyone say it's still there, game is still not smooth.
  4. kabarsa

    UL Benchmarks Outs 3DMark Feature Test for Variable-Rate Shading Tier-2

    It was already included in DX12 standard, but it should be implemented by engine developers. To get shading rate image devs are responsible for reprojection of a previous frame, velocity buffers and other things, as well as threshold values for tiles to decide how much derivatives is enough to...
  5. kabarsa

    AMD-made PlayStation 5 Semi-custom Chip Has Ray-tracing Hardware (not a software solution)

    Look at my previous reply. The point is it's not a screen space effect, unlike kernel effects and other screen space magic.
  6. kabarsa

    AMD-made PlayStation 5 Semi-custom Chip Has Ray-tracing Hardware (not a software solution)

    It is not a screen space effect either
  7. kabarsa

    AMD-made PlayStation 5 Semi-custom Chip Has Ray-tracing Hardware (not a software solution)

    RT is here to stay for sure. This is pretty straightforward if you know anything about how rendering works. Parallax occlusion mapping is not displacing any geometry and it's illusion breaks when view angle is big relative to plane normal. POM is a height map based UV search/lookup implemented...
  8. kabarsa

    Epic Games Supports Blender Foundation with $1.2 million Epic MegaGrant

    Blender can be an educational tool, can be used for academics, used for indie projects. Using Maya everywhere will not somehow make western studios competitive on price with some asian studios, and Blender has nothing to do with it. Artificial industry entry cost will not profit anyone except...
  9. kabarsa

    Epic Games Supports Blender Foundation with $1.2 million Epic MegaGrant

    Blender is a backbone for indies. You basically say that it's ok to have Autodesk charge whatever they want and to keep people out of the industry. It's like saying "Krita is hurting Adobe, shut it down". If a random guy on the internet can do the same as the industry professional, maybe it's...
  10. kabarsa

    Intel to Move 3D XPoint Memory Manufacturing to China

    It depends on a JV type, stakes distribution for parties involved and maybe specific circumstances mentioned in an agreement. Of course there's an industrial espionage, IP leaks and other thing that can be seen all around, but it's not that simple. If we consider that IP is covered by patents...
  11. kabarsa

    Intel to Move 3D XPoint Memory Manufacturing to China

    Forming merger entities is a pretty normal thing, as well as the requirements to educate local personal and some know how sharing. Saying it's a theft is a pretty strange point of view on international trade and investment.
  12. kabarsa

    Intel to Move 3D XPoint Memory Manufacturing to China

    It's not a theft. It's just a usual protection measures related to foreign investments and it's used by many countries. It's used to ensure that both sides can benefit from these investments, in other case it opens up the possibility for investing side to simply exploit human resources and...
  13. kabarsa

    RTX and DLSS in Shadow of the Tomb Raider

    In modern games GI and shadow maps a two different things, despite it being a result of one physical process in a real world. GI is an indirect lighting, light bounces. Metro's implementation is GI only. It's basically what is made by SVOGI and other methods currently available, but using a ray...
  14. kabarsa

    Story Trailer, System Requirements for From Software's Sekiro: Shadows Die Twice Outed

    Realtime shadows are really heavy, GPU heavy. Shadowmaps are often rendered just for main directional light or use heavy caching to avoid rendering every frame for static geometry. Cryengine for instance caches shadow cascades, as well as other shadowmaps, UE4 caches point and spotlight shadows...
  15. kabarsa

    DICE to Dial Back Ray-tracing Eye-candy in Battlefield V to Favor Performance

    Amazing how it is so hard to simply google things and take some 30-40 minutes to read stuff https://home.otoy.com/render/brigade/ https://www.imgtec.com/graphics-processors/architecture/powervr-ray-tracing/ If you listen carefully some of 40-50 minutes presentations by OTOY they were able to...
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