OK, Understood. But I still think he had no reason to complain about this thread. At least assuming I didn't misunderstand what/who he was complaining about here. So if I did, the whole text below can be scratched out (skipping recommended in this case)Chief Blur Buster wrote: ↑29 Sep 2022, 14:12
I hate to lose favourite historical forum members like Haste because the general forums are getting diluted.
So I am simply guiding him to a different room in Blur Busters based on my familiarity of his past posts -- he probably visited for the first time in 2 years and then only briefly glanced at certain forums and frowned. I'm simply revealing a different area of Blur Busters.
Everyone is free to create their own threads. I won't even mind deleting mine if something better takes its place. I wanted to bring some news. Unfortunately DLSS3 with v-sync incompatibility is a very sad news for me, after waiting for so many years. Was it bad to point this out?
There was the source (embedded video) provided. The only info source we've got so far. Apart from that, was just a short, possibly poorly written comment from me, as everyone is entitled to have an opinion. I consider myself a geek, way below the intelligence levels of you guys in the laboratory section, but I do consider myself an expert on the practical side of the topic and I probably know more than half of the laboratory guys about non-technical side of the topic, in aspects related to gaming vs. motion blur. I do fetch all the news related whenever I see them.
I've spent like hundreds if not thousand of hours researching the blur phenomenon in practice, I discovered the importance of blurless gaming way before John Carmack did (after The Chief helped them) for VR, and I was having my first surprise about stroboscopic effect when I made tests at 170Hz almost exactly 2 decades ago. I still remember who intrigued I was that day.
I even remember the place in the game I tested that at.
Since then, I've spent probably like a hundred hours on various forums, helping people learn about it, at least 10 people chose monitor models with low persistence because of the knowledge I brought them. I gave a big part of my life to bring knowlege about this topic to people and I think I am the only person who ever even touched the topic of psychology side of motion blur when gaming, why and how it affects what the "mainstream" thinks.
My writing style is bad especially in recent years due to some health issues. My intelligence is not on par with the Lab section guys. I am aware of that. But surely I am not draggging down any quality levels by creating a topic like this one. Neither I am one of the "mainstream noobs" who just lower the quality levels, I think.
BTW.
Well, not in Europe. EU wants to ban the biggest climate change issue in the world - TVs which take too much power. They will decide what power draw your TV can have. Just so happens 99% of 8K TVs are about to be axed. TV industry appeals. We'll see how it goes, but yeah. I won't comment on this cause I would definitely drag the quality of this forum down if I was to express my honest opinion about politics and their brilliant ideas here8K 1000fps+ 1000Hz+ OLED UE5 FTW!
Yeah, but if not for the VR and it's requirements, this Engine would still be not optimized for higher framerates even at 4.0 version. I also partially disagree with "it gets better". Well, to be honest I prefer the look of other engines and dislike the UE4.0 in most cases, although they made forward renderer an option for VR, which I was really glad to see. But all the other stuff stayed since early days of 4.0 It's still overprocessed, heavy, often stuttery. It's not bad or anything, I recognize its upsides and where it excels. But from the very first day I saw the presentation explaining how 4.0 works (before the games were actually being made on it) I already was like "oh, bummer". Reliance on postprocess, mostly. The way it handles it etc.jorimt wrote: ↑29 Sep 2022, 14:21
From what I've seen and experienced with UE5, it's likely going to be a blurry, stuttery, over-processed (albeit somewhat pretty) mess at first. But that's how tech innovations tend to always go; one step forward, two steps back.
The process is often painfully slow and incremental, but for those innovations to eventually reach the oft unrealistic expectations and wildest imaginings of the mainstream audience, it usually means there first has to be enough early adoption to fund what typically appears to be a very compromised, incomplete, overpriced, and generally frustrating first few generations of product.
It happens with displays, game consoles, PCs, VR, game engines, rendering techniques, you name it, but as much as we'd like, nothing can start at the finish line.
Well, it's a mod-friendly engine, at least, so we can enjoy some nice mods for 3D Vision, which as a side effect, usually allow to get rid of the postprocess, in some cases. It's also popular so more people are familiar with it etc.
I just wish an engine focused primarely on HFR, 3D, VR, low latency, caught this level of popularity. But it won't, cause the devs prefer the overprocessed, pseudo-realistic looks in their games. No way to force them to create what they don't want to create.
But we've digressed. What I meant is that the EU5 means more push toward computational-heavy looks of the new games. New technologies put even more strain on the CPU performance, the one which cannot be helped with adding more cores and threads. We mainly have games designed for PS4 now. If EU5 games designed for PS5 come out, and devs "overdo" them like GTA V on PS3/x360 or Shadow of The Colossus on PS, where sub-30fps was common, even hitting 60fps on med or high settings may be a challenge. This could mean a huge step backward in terms of reaching the holy grail of motion in gaming (ultra high framerates)
Well. Nvidia says they will improve the artifacting. I still hold some hope for both huge improvement at least when interpolating from 100+fps and maybe, one day, ability to enable this with v-sync ON. If "OFF" setting is enforced due to latency issues, then there's hope. This may still be unusable for VR, but VR already has its techniques, like time warp etc. and I can see myself playing a joypad-controlled chill-out game even if interpolation adds some latency when interpolating from 100 or even from 60fps.
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about Digital Foundry. When they talk about motion blur, motion quality or trade offs related, it's really though to watch. It grinds my gears. But I can't say I value only their frametime graphs. They do provide interesting information, some of them at least partially understand the motion issue (after all, one of them does play on his CRT and said he uses his OLED TV in low persistence mode when possible). Their retro series is awesome, and apart from the last two new guys, their narrating is entertaining and I just like listening to what they say. I couldn't stand how Alex read the script at first. Much better now. The new guy's reading is horrible. And they do some good for the gaming world by talking to devs, which often results in fixing frame pacing issues, framerate drops etc. They're a positive. Just not 100% independent and gamer-focused, and not nearly as knowledgable in terms of motion clarity issue in gaming, as I would like them to be.