![]() So to go to production with FSR we'd need to understand and fix that, but first i want to understand why we're seeing none of the performance benefit. ![]() Using FSR2 we literally saw no measurable increase in framerate, just a very obvious drop in visual quality (because it doesn't like screen space reflections *at all*, they become a horrendous pixelly mess). You say that FSR / DLSS offer massive performance gains but thus far i'm not seeing it. No plans yet for when we can make the switch, but i'd say it's coming. We're seeing a few extra crashes coming through to investigate but on the whole it's fundamentally sound. ![]() Surely there’s a masterplan somewhere that doesn’t involve ‘we shoehorned it in, tried it on a small number of machines then gave up on it’.ĭX12 is already on our roadmap - you have DX12 already available now via command line and we're testing it more - the internal development builds now default to using it. We can’t be sat here in 5 years time playing the game on Ultra with crappy distant scenery (there was nothing so predictable that a fanfare was made about LIDAR for TSW4’s release then the first DTG DLC post launch and it’s nowhere to be seen), shadows drawing right in front of the player, trees morphing in front of you as their LOD changes, OHLE jittering like it’s just gone cold turkey, blurry and low detailed cascaded shadows etc. If the intention is never to update to UE5 then something has to give with UE4. Pretty much every game released in the last few years utilise them (certainly every game I’ve bought has), so it’s a bit hard to accept that as far as TSW goes they all get chucked in the ‘too difficult’ box never to see the light of day. The alternative is surely that we stay where we are, on years old tech repeating the same thing over and over again and going round in circles.ĭX12, DLSS & FSR are hardly new. That in-turn buys you a tonne of performance headroom to start improving the visuals and adding things to the game. I would have said the benefit of upgrading to 4.27 means that you can use DLSS/FSR and DX12. (assuming they even have 4.26 on offer anymore on that repository). Probably take us a good year or so to integrate to that, given it was 6-7 months to go from 4.16 to 4.23. Or alternatively, on the originally linked page they have entirely custom versions of Unreal Engine 4.26 source code itself - though if you follow that link, thus far i've not actually found it land anywhere useful but admittedly i've only explored briefly simply because there is zero chance that we try and re-integrate all of our many core modifications (which quite substantially change the UE render pipeline and threading model) into an Nvidia specific UE rather than main generic for all graphics cards etc. ![]() Now follow the "external link" button and it takes you here:ĭLSS - Download and Get Started | NVIDIA Developer NVIDIA DLSS 3.5 in Code Plugins - UE Marketplace () It's an old article that links to updated pages, click the links. ![]()
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