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Further Optimizations to NVIDIA RTX, DLSS For Battlefield V

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WHAT?
It's the same problem. What "Real Time" means is that it needs to output a significant number of frames per second.

How do you measure "being demanding"? Are these operations "demanding" in your world?
View attachment 120196
I was nitpicking at the difference between Ray Tracing a static image vs Real Time Ray Tracing required to happen at 60 fps.
 
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I love this line... "This is one of those rare technologies that will be improving with time". This IS rare for NVIDIA products. AMD on the other hand, yeah, I give them credit for constantly trying to improve performance, and get more from their products...

But lets face it, DLSS was a crapstorm, and NEEDED fixing. Oh the hype when these RTX cards were launched, and most of it has turned to crap since. At least DLSS problems seem to be software only, and stands a chance of being improved. That's something, even if it's a little something.
 

Aquinus

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An AA that needs specific dev time and crunch time to 'git gud'...
Except it's not even really AA, it's just fancy upscaling that uses the tensor cores to make it not as bad, but upscaling is still upscaling.
 
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They are banking too much on this Frostbyte engine when it clearly is a very rigid and non versatile engine in the first place. Industry will still use UE and Unity as its primary choice, nvidia should put more focus on those instead imo.
 
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I wonder how long until NVIDIA releases that new driver.
 
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"game ready" drivers. :roll:
 
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I was nitpicking at the difference between Ray Tracing a static image vs Real Time Ray Tracing required to happen at 60 fps.
I wouldn't call that nitpicking, more likely being badly informed. :)
You make it sound like "static" renders are easy and light, because there is no short deadline - it's just 1 frame.

In reality though, high-quality renders often take hours to make. Now... that could be hours on a decent workstation to make a car render for marketing materials. But it also could be hours on HPC cluster to make a single frame for a movie. And if you're doing a movie, this could mean weeks of 100% load on a supercomputer.
For example the cluster used for Avatar was in Top500 at the time (in the first half: among clusters used for particle research and government projects).

You can make almost any problem "light" or "hard" by manipulating the significance of result (accepted error).

In fact gaming could be called "light", because there are physical limits that make further advancement yield no actual gain. I.e. there exist resolution X and frequency Y that limit what you, as a human, can analyze. :)
 
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