Search found 57 matches

by silikone
30 Sep 2022, 06:07
Forum: Eliminating Motion Blur — LightBoost / ULMB / ELMB / DyAc
Topic: NVIDIA introduces DLSS3, interpolates frames, but is not v-sync compatible.
Replies: 41
Views: 17649

Re: NVIDIA introduces DLSS3, interpolates frames, but is not v-sync compatible.

This is good that he prefers object motion blur rahter than camera blur, but what if I want to track the moving object with my eyes? For example, God of War III has almost no camera movement, and yet, I fall asleep while playing on sample and hold mode. When I switch to low persistence, I enjoy the...
by silikone
30 Sep 2022, 04:57
Forum: Eliminating Motion Blur — LightBoost / ULMB / ELMB / DyAc
Topic: NVIDIA introduces DLSS3, interpolates frames, but is not v-sync compatible.
Replies: 41
Views: 17649

Re: NVIDIA introduces DLSS3, interpolates frames, but is not v-sync compatible.

Alex specifically mentioned camera motion blur as being detrimental due to its loss in clarity with fast mouse motion. Applying it per-object only would specifically mitigate this, which to me sounds like he favors designing visuals in a way that suits gaming. The artifacts are hard to ignore, thoug...
by silikone
30 Sep 2022, 04:52
Forum: Input Lag / Display Lag / Network Lag
Topic: Is it true Ryzen has higher input lag than Intel? Is there conclusive data to prove this?
Replies: 214
Views: 210271

Re: Is it true Ryzen has higher input lag than Intel? Is there conclusive data to prove this?

With the new Ryzen being revealed as suffering in scenarios that favor a good cache, I am wondering what this has to say about input lag. The 5800X3D still wins in many gaming tests, and so I wonder if that also translates to lower latency when controlling for frame rate.
by silikone
30 Sep 2022, 04:29
Forum: Eliminating Motion Blur — LightBoost / ULMB / ELMB / DyAc
Topic: NVIDIA introduces DLSS3, interpolates frames, but is not v-sync compatible.
Replies: 41
Views: 17649

Re: NVIDIA introduces DLSS3, interpolates frames, but is not v-sync compatible.

I wasn't sure which Quake that was, so I played it safe in terms it's Quake 2 or 3. And you managed to get an argument about it :D Either way, 240p or 600p. Makes no difference. No aliasing of any sort at 2160p+MSAA. Quake 2 still carries on the same texel density legacy. E.g. one of those buttons ...
by silikone
29 Sep 2022, 16:31
Forum: Eliminating Motion Blur — LightBoost / ULMB / ELMB / DyAc
Topic: NVIDIA introduces DLSS3, interpolates frames, but is not v-sync compatible.
Replies: 41
Views: 17649

Re: NVIDIA introduces DLSS3, interpolates frames, but is not v-sync compatible.

Unlike Digital Foundry, I do not claim to be a technical expert so a big nope to your argument. Even a monkey can get a thing right once or twice. DF has way more goofs than hits. The only thing they have "expertise" in is to make fools out of their audience. Do you think it was just a fluke that t...
by silikone
29 Sep 2022, 15:47
Forum: Eliminating Motion Blur — LightBoost / ULMB / ELMB / DyAc
Topic: NVIDIA introduces DLSS3, interpolates frames, but is not v-sync compatible.
Replies: 41
Views: 17649

Re: NVIDIA introduces DLSS3, interpolates frames, but is not v-sync compatible.

They don't know what they're talking about. They are only speculating at best, yet they paint themselves as technical experts. If they were technical experts they wouldn't need behind-the-scenes information. Don't you realize how self-refuting this is? If you don't have insider information or disse...
by silikone
29 Sep 2022, 08:36
Forum: Eliminating Motion Blur — LightBoost / ULMB / ELMB / DyAc
Topic: NVIDIA introduces DLSS3, interpolates frames, but is not v-sync compatible.
Replies: 41
Views: 17649

Re: NVIDIA introduces DLSS3, interpolates frames, but is not v-sync compatible.

It was an ancient game designed for 800x600 res. I'm pretty sure 3840x2160 +MSAAx4 would solve each and every aliasing issues ;) I would also say I understand the need for TAA well, in games with engines incompatible with MSAA or with things which cannot be solved with MSAA anyway. You seem to be c...
by silikone
29 Sep 2022, 08:23
Forum: Eliminating Motion Blur — LightBoost / ULMB / ELMB / DyAc
Topic: NVIDIA introduces DLSS3, interpolates frames, but is not v-sync compatible.
Replies: 41
Views: 17649

Re: NVIDIA introduces DLSS3, interpolates frames, but is not v-sync compatible.

https://www.youtube.com/watch?v=4VxwlPjLkzU So as I begin watching, I am immediately presented with a complete non-sequitur. Yes, he said seems, because most of the games they analyze don't have behind-the-scenes information, so they can only infer based on visual studies, studies they can perform ...
by silikone
29 Sep 2022, 05:53
Forum: Eliminating Motion Blur — LightBoost / ULMB / ELMB / DyAc
Topic: NVIDIA introduces DLSS3, interpolates frames, but is not v-sync compatible.
Replies: 41
Views: 17649

Re: NVIDIA introduces DLSS3, interpolates frames, but is not v-sync compatible.

Jeeesh. This is from the same guy (Alex B.) who said that for 600fps games (an old game) on a high refresh monitor, he recommends... enabling motion blur. So? There is nothing objectively wrong with this. Temporal supersampling, so to speak, is the ground truth for exposure-based motion blur, invol...
by silikone
17 Apr 2022, 12:50
Forum: Software Developers / Low-Lag Code / Game Programming
Topic: [Game Programming/Off-topic/Theorycrafting] Counter-Strike on Quake 3 Engine to reduce/solve player complaints!
Replies: 3
Views: 8061

Re: [Game Programming/Off-topic/Theorycrafting] Counter-Strike on Quake 3 Engine to reduce/solve player complaints!

It's funny that you mention Quake 2, for it has some of the worst netcode from a Blurbusters perspective. It has a fixed tickrate of 10Hz, which adds very objectionable latency even in LAN settings. Quake 3 defaulted to 20Hz and can be customized IIRC, but it inherits and amplifies a flaw stemming a...