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System Name | Hotbox |
---|---|
Processor | AMD Ryzen 7 5800X, 110/95/110, PBO +150Mhz, CO -7,-7,-20(x6), |
Motherboard | ASRock Phantom Gaming B550 ITX/ax |
Cooling | LOBO + Laing DDC 1T Plus PWM + Corsair XR5 280mm + 2x Arctic P14 |
Memory | 32GB G.Skill FlareX 3200c14 @3800c15 |
Video Card(s) | PowerColor Radeon 6900XT Liquid Devil Ultimate, UC@2250MHz max @~200W |
Storage | 2TB Adata SX8200 Pro |
Display(s) | Dell U2711 main, AOC 24P2C secondary |
Case | SSUPD Meshlicious |
Audio Device(s) | Optoma Nuforce μDAC 3 |
Power Supply | Corsair SF750 Platinum |
Mouse | Logitech G603 |
Keyboard | Keychron K3/Cooler Master MasterKeys Pro M w/DSA profile caps |
Software | Windows 10 Pro |
Very true. It's frankly about time we start being smarter about performance instead of just brute-forcing it. Computers are supposed to be kind of smart, no?Resolution + Textures + AA
Those three are the VRAM eaters, the rest of the settings are more or less GPU usage
So quite often all you need to do is lower from ultra to high or medium, and halve the VRAM usage with the eye candy still the same
DLSS, Image scaling, and FSR all let us render lower than native res while outputting native res - so we are finally getting the methods consoles have always had to cheat performance on PC as well.
Render at 1080p, output at 4k with sharpening and away you go. Suddenly you dont need a monster GPU, or 24GB VRAM
There have been quite a few games with built-in scalers before DLSS though (or after it launched but still lacking it) - they just use kind of shitty bilinear scaling, which loses a lot of quality. AFAIK that's what most console games have used too, though some use more clever solutions like checkerboard rendering.