| 19 Jul 2025 |
olivia | so managed to avoiding knowing this lol | 07:22:39 |
K900 | https://aras-p.info/texts/D3D9GPUHacks.html | 07:23:07 |
olivia | do people actually use it? | 07:23:07 |
olivia | or does it come out looking so wonky that you don't bother | 07:23:15 |
K900 | ¯\_(ツ)_/¯ | 07:23:18 |
olivia | fair | 07:23:22 |
K900 | I haven't really tried it much | 07:23:23 |
olivia | honestly the whole concept of NN upscaling has seemed pretty unappealing to me | 07:24:46 |
olivia | what if TAA artifact on steroids sounds bad | 07:25:13 |
olivia | * "what if TAA artifacts on steroids" sounds bad | 07:25:23 |
olivia | this is so awful | 07:30:37 |
olivia | thanks | 07:30:39 |
olivia | so is there a better way to expose vendor extension features now, or are they still doing nonsense fourccs in d3d12? | 07:31:47 |
K900 | I think the way you do this now is you just dlopen a vendor specific library like libnvapi or libamdwhatever | 07:34:46 |
K900 | And that does who the fuck knows what really | 07:35:00 |
olivia | ah | 07:36:43 |
| mwlabs joined the room. | 09:18:27 |
woobilicious | Driver based tunables have been a thing on windows for ages, you can force 16xAF and 8xMSAA since like 2004, MLAA, transparent texture AA have been toggles too, something that should be part of Linux tbh. Nvidia's drivers have thousands of per-game hacks too, it's one of the reasons why Nvidia were so popular, they were squeezing performance out of every game title by breaking DX11's guarantees selectively, also game devs are built different, Unreal ships with perfectly fine TXAA, and some games just change the default settings and make everything look like garbage. | 10:16:46 |