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Starfield: DLSS Community Patch

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The only place it really bothered me was Neon. Although really no point in using FSR if you don't have to. Shame native TAA is so bad meaning for AMD and pre RTX cards it's their only option.

Game is practically unplayable without DLSS+ FG for me, thanks to the limited FOV I get nauseous with FPS around 60-70FPS, getting 90-100FPS feel much better.

I could have tried FOV mod but why bother...maybe I will come back to it after 6 months
 
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Game is practically unplayable without DLSS+ FG for me, thanks to the limited FOV I get nauseous with FPS around 60-70FPS, getting 90-100FPS feel much better.

I could have tried FOV mod but why bother...maybe I will come back to it after 6 months

Maybe it's because I am playing on a pretty large display but the ghosting with frame generation makes it unusable for me. Not sure why but a narrow fov have never bothered me maybe from so much time on console.
 
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The article says so: they look the same, only DLSS doesn't shimmer (tends to cause crashes, tho).
I took that into consideration when I wrote that...I can see how the "/shrugs" threw that off though
 

moire

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230 Watts at 99% when this GPU in meant to pull 320 W. 30% performance remains untapped lol. Nvidia needs to release new drivers for this game fixing whatever the devs have broken.
But otherwise DLAA generated frames and native res forever.
Yeah, the fact that they havent released a driver yet is really remarkable. I guess its consistent with that Moore's Law Is Dead rumor that Nvidia have cut driver dev, redirecting resources to ML software.
Let's hope that simply delays an optimized driver, and isn't the new normal. If it's just a delay, I'm not bothered - it's not like games are playable on launch day nowadays anyhow.
 
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If you don't want to subscribe to pure dark's drm infested mod there's another one called Starfield upscaler that's free and easy to install. FSR ran like trash on my 3080ti but with dlss quality ultra/high settings it runs 60-80 fps @4k
 
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Might as well not bother at 1080p and 1440p. The Native FSR looks pretty much identical to DLAA (other than nvidia doing a better job with thin horizontal lines) and the performance difference is negligible no matter what settings you are using. The game's performance is just broken.
Gotta be the only game I've seen where you get rewarded with FPS for playing at 4K vs 1440.

It's obvious they didn't optimize anything much w/ the PC release.
The game is setup to run at 4K with upscaling ala Xbox and nothing else works right.

Drivers might help a little, but the real work needs to come from Bethesda here.
 
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Anyone play this yet?

Does it have........

1694299388543.jpeg


??
 

panico

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To be honest here. Seeing the similarity on the screenshots Bethesda has a case. Why implementing dlss when fsr looks so much the same. I'm playing on 4090 and don't care if it's dlss or fsr
 

yannus1

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Definitely DLSS 3.5 is suppior to FSR3!

Best part is DLSS 3.5 works with all RTX cards!

I don't think Games should be exclusive to hardware and they should be building games for all hardware technologies and let the consumer decide what he wants to use it's my opinion.

Cheers
If you really want that, you should push nvidia to release OPEN SOURCE DLSS. Exactly like for Gsync, Ngreedia proprietary tech is the problem. Now some years later who wants a Gsync when Freesync does the job without a costly Nvidia's chip ? AMD's approach has been better in the long term for us, not saying of course that AMD has better intentions, but at least they HAVE to.
 
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There's two upscaling mods, PureDark and LukeFZ, is there any difference in the final result between them or is just the implementation that differ?
LukeFZ have another mod too that implements Frame Generation for free.
 
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For me MSAA has always been better than TAA in terms of quality. TAA shouldn't even exist.

MSAA is useless in modern engines. Graphics are way too detailed and complex for it. It doesn't reduce sharpness, but it doesn't remove most aliasing either, while having a huge performance cost.

TAA depends on the implementation. Fallout 4's TAA was quite blurry, so is Starfield's. But as far as aliasing is concerned, TAA is the best method for eliminating all jaggies, it's even better than supersampling. A temporal component is absolutely necessary with modern graphics. And it has almost no performance cost.

To me aliasing is the most unrealistic thing about 3D rendering, because it simply doesn't exist in real life. I notice it right away and it's very distracting. I'll always choose some kind of TAA (even if blurry) over aliasing.


FSR 2 is ok, but it's very unstable in most games, including this one. I'm not buying Starfield any time soon, though. Hopefully devs will add DLSS at some point, if not, I'll have to use the mod.
 
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MSAA is useless in modern engines. Graphics are way too detailed and complex for it. It doesn't reduce sharpness, but it doesn't remove most aliasing either, while having a huge performance cost.

TAA depends on the implementation. Fallout 4's TAA was quite blurry, so is Starfield's. But as far as aliasing is concerned, TAA is the best method for eliminating all jaggies, it's even better than supersampling. A temporal component is absolutely necessary with modern graphics. And it has almost no performance cost.

To me aliasing is the most unrealistic thing about 3D rendering, because it simply doesn't exist in real life. I notice it right away and it's very distracting. I'll always choose some kind of TAA (even if blurry) over aliasing.


FSR 2 is ok, but it's very unstable in most games, including this one. I'm not buying Starfield any time soon, though. Hopefully devs will add DLSS at some point, if not, I'll have to use the mod.
The advance in quality was not that great in relation to the demand in hardware to be honest. MSAA 8x is heavy but it seems to me to be the best AA technique in terms of final quality.

As for aliasing in real life, you have to think that our vision theoretically has approximately 48k resolution. Most people are still playing in FHD and another considerable part (Consoles) in 2k and 4k but with upscaling. High resolutions negate the need for AA, btw due to game optimization, even gamers with high-end hardware will have to give up resolution.
 

bug

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The advance in quality was not that great in relation to the demand in hardware to be honest. MSAA 8x is heavy but it seems to me to be the best AA technique in terms of final quality.
You probably weren't around in the days of SSAA ;)
As for aliasing in real life, you have to think that our vision theoretically has approximately 48k resolution. Most people are still playing in FHD and another considerable part (Consoles) in 2k and 4k but with upscaling. High resolutions negate the need for AA, btw due to game optimization, even gamers with high-end hardware will have to give up resolution.
And that's when we talk about the fovea. The rest of the retina has much lower resolution.
 
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W1zzard

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I found it strange to test FSR and this DLSS mod but not the performance of the game itself. :')
Game article will come soon .. I've been on holiday, had 9 GPUs to test before leaving, 9x text to write on the beach, got 3 more GPUs in since then, also working on an SSD, and have to find a decent benchmark scene first, then test it on all the cards. I know I'm too late for serious traffic anyway, so it's not that high on the priority list. Oh and other vendors are announcing more stuff soon, too
 

bug

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Game article will come soon .. I've been on holiday, had 9 GPUs to test before leaving, 9x text to write on the beach, got 3 more GPUs in since then, also working on an SSD, and have to find a decent benchmark scene first, then test it on all the cards. I know I'm too late for serious traffic anyway, so it's not that high on the priority list. Oh and other vendors are announcing more stuff soon, too
That's what he was saying: you're slacking off again :D
 
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The advance in quality was not that great in relation to the demand in hardware to be honest. MSAA 8x is heavy but it seems to me to be the best AA technique in terms of final quality.

This has nothing to do with hardware requirements. MSAA was designed when games were very plain. Low-poly geometry, very little transparency, super basic lighting. There was very little aliasing, so it was very easy to remove with MSAA.

MSAA already started to show its age with DX9. During the X360/PS3 era, various rendering techniques were introduced that made the job for MSAA much harder, the main one being deferred rendering.
When I played Red Dead Redemption on Xbox One X, I was surprised how much aliasing there was. The game is rendered in native 4K with MSAAx2. And the graphics don't even come close to what we got in the DX11+ era. The PS4 Pro version actually looks so much cleaner, using FSR2 in 4K without upscaling.

Now you have these insanely complex graphics, with tons of sub-pixel detail. MSAA is simply incapable of dealing with that. There are still games that support it, like Forza Horizon/Motorsport. They look like a shimmery, crawly mess in motion. If someone prefers that, they should have the option to disable TAA. But the best TAA implementations are usually the ones you can't disable. And DLSS is just magnificent, and it wouldn't exist without TAA.
 
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This has nothing to do with hardware requirements. MSAA was designed when games were very plain. Low-poly geometry, very little transparency, super basic lighting. There was very little aliasing, so it was very easy to remove with MSAA.

MSAA already started to show its age with DX9. During the X360/PS3 era, various rendering techniques were introduced that made the job for MSAA much harder, the main one being deferred rendering.
When I played Red Dead Redemption on Xbox One X, I was surprised how much aliasing there was. The game is rendered in native 4K with MSAAx2. And the graphics don't even come close to what we got in the DX11+ era. The PS4 Pro version actually looks so much cleaner, using FSR2 in 4K without upscaling.

Now you have these insanely complex graphics, with tons of sub-pixel detail. MSAA is simply incapable of dealing with that. There are still games that support it, like Forza Horizon/Motorsport. They look like a shimmery, crawly mess in motion. If someone prefers that, they should have the option to disable TAA. But the best TAA implementations are usually the ones you can't disable. And DLSS is just magnificent, and it wouldn't exist without TAA.
MSAA posed inherent compatibility challenges within the context of deferred rendering. However, the integration of both Order Independent Transparency and accurate MSAA can be achieved in deferred shading/rendering by leveraging Raster Ordered Views, such as PixelSync for Intel architectures, and K-buffers. While it does necessitate a significant overhaul of the MSAA implementation, it is indeed feasible. It's worth noting that alternative approaches, such as Z³ anti-aliasing, might offer more efficient solutions. Another potential method involves rendering the scene using conservative rasterization, constructing a per-pixel spatial subdivision structure based on primitive edges, computing fragment weights derived from the fraction of pixel area covered, and subsequently resolving the results.

I still think the best anti aliasing is high resolution. * In the case of consoles, I think it must have something to do with dynamic resolution(?)
 
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Definitely DLSS 3.5 is suppior to FSR3!

Best part is DLSS 3.5 works with all RTX cards!
Both of these technologies are not yet released, yet you already know the winner. Are you some kind of oracle?

It's nice and all that DLSS 3.5 will work on all RTX cards, but frame generation is still limited to the latest generation. FSR3's frame generation should work on more cards.
BTW, I as a GTX 1650 owner can't use DLSS at all, so the only option for me is FSR or buy a new machine.
Will do that most likely next year.
 
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MSAA posed inherent compatibility challenges within the context of deferred rendering. However, the integration of both Order Independent Transparency and accurate MSAA can be achieved in deferred shading/rendering by leveraging Raster Ordered Views, such as PixelSync for Intel architectures, and K-buffers. While it does necessitate a significant overhaul of the MSAA implementation, it is indeed feasible. It's worth noting that alternative approaches, such as Z³ anti-aliasing, might offer more efficient solutions. Another potential method involves rendering the scene using conservative rasterization, constructing a per-pixel spatial subdivision structure based on primitive edges, computing fragment weights derived from the fraction of pixel area covered, and subsequently resolving the results.

I still think the best anti aliasing is high resolution. * In the case of consoles, I think it must have something to do with dynamic resolution(?)

While MSAA can be great, especially when either the game or the driver is set to handle the transparencies, it still has downsides. Notably that it doesn't handle texture aliasing well. And while TAA can be abit complex and annoying thing to get right, when it is done right it not only looks better than MSAA, it performs allot better to.
 
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230 Watts at 99% when this GPU in meant to pull 320 W. 30% performance remains untapped lol. Nvidia needs to release new drivers for this game fixing whatever the devs have broken.
But otherwise DLAA generated frames and native res forever.
I won't argue that there isn't something wrong with this game but a GPU does not have to be using its entire TDP to be at 100% usage or performance. Forza Horizon 5 is another game that is efficient power wise but actually runs and looks great. Drawing 30% more power would not equal more performance in that scenario. Same goes for CPUs. It's like driving a car on a flat road then you start going up a hill, you need to add throttle to maintain the same speed. Some games need more power to maintain the same performance.

Starfield draws 300w~ for me at 60-80fps~
Horizon 5 draws 250w~ at 90-100fps~
Dead Space Remake draws 400W (114% TDP) at 90-110fps~, all max settings at 1440p
Dead Space looks the best, then Forza then Star Field
CPU is pretty stable at 50w across all these games but when launching a large game or unzipping something it may draw more like 90W. It all depends on how heavy or efficient the load is

moire


BSG just promised native DLSS support is coming in a Reddit post

https://www.reddit.com/r/Starfield/comments/16hphqs
 
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