| 19 Jul 2025 |
K900 | But it kinda works and they get to advertise a feature for MORE FRAMES | 07:21:18 |
olivia | I just learned that fact a couple days ago when reading about fsr4 is my mind is boggled | 07:21:33 |
K900 | I still remember magic D3D9 fourccs | 07:21:47 |
K900 | It's just always been like that | 07:22:00 |
olivia | yuck | 07:22:18 |
olivia | I've mostly never actually had reason to learn d3d stuff | 07:22:28 |
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 |
woobilicious | One of the biggest criticisms of FSR is it's inferior quality to DLSS, and yeah people use them a lot because hardware isn't getting faster, and game devs are pushing more crap on to the user like with Nanite which has excessive and even sometimes uses software rastization in compute shaders, and Ray tracing. personally FSR2 looks terrible compared to a good TXAA implementation (like the one found in Apex Legends), and I can't stand sub 90fps in shooters so deal with the blur. | 10:22:24 |
woobilicious | * One of the biggest criticisms of FSR is it's inferior quality to DLSS, and yeah people use them a lot because hardware isn't getting faster, and game devs are pushing more crap on to the user like with Nanite which has excessive overdraw* and even sometimes uses software rastization in compute shaders, and Ray tracing. personally FSR2 looks terrible compared to a good TXAA implementation (like the one found in Apex Legends), and I can't stand sub 90fps in shooters so deal with the blur. | 10:23:44 |
woobilicious | I've also seen some advanced injectors that would put post processing in to the correct shader pass, and even use the z pass to create SSAO and DOF. So it might be possible to inject FSR2 in to the right layer with enough engineering, and maybe even FSR4 Temporal mode if they can place a vertex shader in the right place lol | 10:29:12 |