Infiltrator TAA/DLSS side by side. I don't have a 4K monitor so I don't get much out of it.
https://www.youtube.com/watch?v=0oa5s0RI-dQ
DLSS works through glass, TAA can't
What were you thinking you dirty rotten.....Sadly I can't translate the rest here.
Looked over some reviews and watched some youtube and overall not impressed.
The guys above passed on the $599 EVGA 1080Ti a couple of weeks ago. The dude getting hit is that guy in the forum that runs from thread to thread defending nvidias honor.
why do the leaves, through that glass, outright look worse in the DLSS image than they do in the TAA image? The hair is "more" of a smudge, as well, than the smudge in the TAA image.
Again, I think just poor example? All I am seeing is softer, less-resolved image for DLSS.
...both of those images look like 2006, though.
The rocks on the cliff and hill in the background are more defined in the DLSS shot, however, so win! Just, they look observably worse in the "through the glass" part, which is what this is supposed to show?
Or it could be simply due to the way different forms of AA work in different games. FXAA gets a lot of flak for being blurry and useless but on Gamebryo Fallouts it provides a pretty clean image.Not sure why exactly, but remember normal DLSS renders at a lower resolution internally. It's likely related to that. Maybe foliage and leaves are hard to train the neural network for.
Or it could be simply due to the way different forms of AA work in different games. FXAA gets a lot of flak for being blurry and useless but on Gamebryo Fallouts it provides a pretty clean image.
Yeah it definitely looks like it has potential. Hopefully we'll see some game implementations soon that people have access to and a more detailed review on it.I acknowledge that. I just mean DLSS is better than TAA in that regard.
Well post-process like FXAA and TAA are easy to implement and thus are available very often. If only TXAA was more prevalent. The Division is gorgeous with TXAA.I long for the day that there's an AA method that works in all games or at least most, doesn't have a huge performance hit, and does not blur any of the picture detail at all. We're just not there yet.
Or it could be simply due to the way different forms of AA work in different games. FXAA gets a lot of flak for being blurry and useless but on Gamebryo Fallouts it provides a pretty clean image.
Check the Blu Car photos:
https://www.bit-tech.net/reviews/te...-ti-and-rtx-2080-founders-edition-reviews/11/
TAA:
https://www.bit-tech.net/media/image/2018/9/b63d6405-e0ad-446e-9d5c-4946e56b994b.png
DLSS:
https://www.bit-tech.net/media/image/2018/9/fd9be391-c1e6-48ca-aa16-edd9de58d4e7.png
DLSS(bottom) adds rust?
Check the Blu Car photos:
https://www.bit-tech.net/reviews/te...-ti-and-rtx-2080-founders-edition-reviews/11/
TAA:
https://www.bit-tech.net/media/image/2018/9/b63d6405-e0ad-446e-9d5c-4946e56b994b.png
DLSS:
https://www.bit-tech.net/media/image/2018/9/fd9be391-c1e6-48ca-aa16-edd9de58d4e7.png
DLSS(bottom) adds rust?
Don't know about Fallout 4, but Fallout 3 and New Vegas definitely don't look as blurry with FXAA enabled compared with other games, for example Unreal Engine games.Is it integrated into fallout 4? Getting rid of 95% of the FXAA blur is as simple as changing one parameter. Almost no games do it though.
Would have been a fine set of cards if they followed the Maxwell 2 pricing structure, given that this is the arch refinement "Tock" in NV's launch cycle(intentional or backported or otherwise).
NV doesn't sloppy fudge launches, so I have to assume that there is a motive or plan at play here. Launch the initial set priced high with a bunch of sycophants reviewing to accomplish 2 things:
- Get the big rollers and whales to subsidize the launch.
- Make the remaining Pascal stock look much more attractive in comparison so it moves during the holiday season.
Once the initial sales frenzy/Pascal stock dwindles, wait long enough for return periods to expire and cut the price down to the "normal" levels for each category to drive another sale. The current price has enough headroom built into it to support multiple price adjustments.
I see the golden path and it all makes sense now @_@. Or maybe I'm just crazy and NV fumbled a launch...
All I know is my hopes of getting $300 1080Ti performance within the next year (used) to replace my still perfectly functional $300 980Ti (used) just dropped like Anandtech's GTX 960 review
Why the RTX Ray tracing series?
My guess, to separate console gaming from PC gaming.
Next gen console launches with Ryzen /Vega cpu/GPU, with no Ray tracing,or best case Ryzen Navi still with no Ray tracing.
I think its a good thing for PC gamers.
-Fair, but it feels like NV has been trying to do that for a while though, first with Physx,then with Gameworks. RTX is the next (and IMO most impressive) iteration of that philosophy.
NV markets their cards and feature sets the way Sony or Microsoft might market their entire console.
Not a bad strategy given NV's technical and marketing prowess.
That's the problem with trying to reconstruct imagery based on a learned model: when it has the right reference it can yield impressing results, when a reference gets mixed up you end up with elements or details that are not supposed to be there. Why do you think DLSS works only by previously training the deep learning algorithm on the game itself?DLSS does make this look better, but it's like adding texture that wasn't there to begin with? weird, I don't know what to think of it. One of those is buggy, maybe.
It is out: https://www.phoronix.com/scan.php?page=article&item=nvidia-2080ti-linuxI am looking forward to : https://www.phoronix.com/scan.php?page=news_item&px=RTX-2080-Ti-Today
Linux stats once Nvidia finally gets around to posting the Linux driver.
It is out: https://www.phoronix.com/scan.php?page=article&item=nvidia-2080ti-linux
Founder's Edition. Good performance per watt. Pathetic per dollar.