Dude you’re just salty AMD has been utterly dominated by upscaling technologies and is becoming increasingly irrelevant in the PC space, with DLSS being one of the major reasons for that. Imagine trying to stan for FSR 1 of all things. I read your thread about the reviews of FSR 1, it was remarkable in how you tried to make it more than it was and dunked on DLSS every chance you got. How is FSR 1 doing these days, does anyone ever give a shit about a spatial upscaler? DF were absolutely right on the money to be completely dismissive of it.When DF reviewer messed with not normally exposed game settings and essentially faked the FSR 1 review, botching the image, did they apologize or double down?
Who cares that reviewer shows clear bias up to quite noticeable criminal energy applied to shit on competitors? Hm.
As for "FSR 1 is shit" down to unusable - this demonstrates actual awareness and typical IQ level in this thread. Perhaps you should pull your heads out of DF's biased arse more often, pardon my French.
What do you mean?Well here for example there is no extra hair I can see:
(PS5 Pro image from DF article)
So I presume it "pops" up only in certain key moments of the game? Like a special model which gives Abby a mane of hair only around the side of part of her cheek. Unless she shaves normally and just had a bad shaving day in that particular cutscene.
I wonder if there's some internal statistics they you can enable akin to afterburner but for PlayStation to see CPU and GPU usage.I'd like to better understand where/how the additional 45% GPU power is being applied because many of the games implementing PSSR have simply adopted the performance mode of base PS5 without improving graphics. In the case of TLOU, what once took them 16.67ms/frame should now take them 11.5ms/frame; taking 2ms PSSR budget into account, that would equate to a theoretical render budget of 13.5ms with 3ms+ to spare, which is a LOT for 60fps budget. Now someone may counter by saying "up to 45% GPU lift", but my response would be that both TLOU Remastered and TLOU Pt. 1 both run ~75fps range most of the time so I am actually being conservative with my numbers (By extension, we should be seeing TLOU games easily running 100fps+ on average in the modes DF has been testing).
For games like Spider-Man and Ratchet, it's even more mind boggling because they already had render budget reserved for ITGI, so net PSSR cost should be more favorable. So again I ask, where is the additional power going??
They definitely have internal profiling too for devkits.I wonder if there's some internal statistics they you can enable akin to afterburner but for PlayStation to see CPU and GPU usage.
I'd like to better understand where/how the additional 45% GPU power is being applied because many of the games implementing PSSR have simply adopted the performance mode of base PS5 without improving graphics. In the case of TLOU, what once took them 16.67ms/frame should now take them 11.5ms/frame; taking 2ms PSSR budget into account, that would equate to a theoretical render budget of 13.5ms with 3ms+ to spare, which is a LOT for 60fps budget. Now someone may counter by saying "up to 45% GPU lift", but my response would be that both TLOU Remastered and TLOU Pt. 1 both run ~75fps range most of the time so I am actually being conservative with my numbers (By extension, we should be seeing TLOU games easily running 100fps+ on average in the modes DF has been testing).
For games like Spider-Man and Ratchet, it's even more mind boggling because they already had render budget reserved for ITGI, so net PSSR cost should be more favorable. So again I ask, where is the additional power going??
I'm talking about the edge of her cheek, which in the video has an outline of what would be beard length hair that cuts off at her jaw (where she forgot to shave?).What do you mean?
Zoom in on that image and you can see hair faintly in that image at similar positioning, and also see a skin colour lobe, which may or may not be related to you thinking it was a skin colour - if the lobe is contributing tiny amounts of colour through the faint hair.
An interesting theory, but occam's razor. Looking back at the clip in slow motion a few times it seems more likely the haloing effect is due to simply bringing over and reinforcing temporal data from when the character moves to the viewer's right past brighter background images. There's just enough rotation on the character's head position during this time that I think it would reduce and increase this effect if it was simply out-of-view hair causing it. Once that rightwards motion ceases and moves back to the left, the halo effect instantly vanishes. That kinda confirms it for me -it's not out-of-shot hair, it's a compounded error (bug). not something that won't be ironed out as the algos/learning improve.Near the ear just above a sideburn height is a natural height for sweeping tied back non-male hair, and the reason this would be visible on the Pro would be due to an increased FOV, which because AA/AAA game engines render a parallax FOV - like human vision looks in the brain - by default so the render doesn't look flat to our parallax vision looking at a 2D flat display, and instead allows us to see both sides of things slightly like our vision would allow us looking at a diorama of the game world scene.
By increasing the FOV on a Pro version the amount of both sides of an object the camera will see will be increased slightly too - as it appears in that comparison.
Explains everything. I was starting to think this was a bot lol.Dude you’re just salty AMD has been utterly dominated by upscaling technologies and is becoming increasingly irrelevant in the PC space, with DLSS being one of the major reasons for that. Imagine trying to stan for FSR 1 of all things. I read your thread about the reviews of FSR 1, it was remarkable in how you tried to make it more than it was and dunked on DLSS every chance you got. How is FSR 1 doing these days, does anyone ever give a shit about a spatial upscaler? DF were absolutely right on the money to be completely dismissive of it.
The other reason I was dismissive of your comment was that your other “contributions” to this thread were complaints about DF and Nvidia from years ago, and had sweet fuck all to do with this topic. Like your post about 8k gaming, DF actually did a video about 8k gaming on the 3090 and came to the conclusion that while possible with DLSS Ultra Performance, it is mostly pointless.
Call me a DF shill or greenboi (can’t believe you actually use that), but I’ll be the first in line to buy an AMD card again once they decide to actually compete at the high end.
FSR … is shitWhen DF reviewer messed with not normally exposed game settings and essentially faked the FSR 1 review, botching the image, did they apologize or double down?
Who cares that reviewer shows clear bias up to quite noticeable criminal energy applied to shit on competitors? Hm.
As for "FSR 1 is shit" down to unusable - this demonstrates actual awareness and typical IQ level in this thread. Perhaps you should pull your heads out of DF's biased arse more often, pardon my French.
FSR … is shit
1 was worse that whatever AA already out there and even the latest 3.1 looks absolutely terrible, especially in motion
Just my 2 cents. I use a 4090 and a 7900 XTX for gaming (I am using a Neo G9 57 which requires DP 2.1 and only AMD has that to access 240hz while Nvidia is stuck at 120hz). At higher resolutions such as 4k and above, FSR 3.1 holds up pretty well unless you are pixel peeping.FSR … is shit
1 was worse that whatever AA already out there and even the latest 3.1 looks absolutely terrible, especially in motion
DLSS is so far ahead it is not even funny.
PSSR seems to be better than FSR (not hard) and actally somewhat close to earlier versions of DLSS in some cases.
It isn't a bug as it would have discontinuities, as all graphical bugs invariably do when zoomed in.An interesting theory, but occam's razor. Looking back at the clip in slow motion a few times it seems more likely the haloing effect is due to simply bringing over and reinforcing temporal data from when the character moves to the viewer's right past brighter background images. There's just enough rotation on the character's head position during this time that I think it would reduce and increase this effect if it was simply out-of-view hair causing it. Once that rightwards motion ceases and moves back to the left, the halo effect instantly vanishes. That kinda confirms it for me -it's not out-of-shot hair, it's a compounded error (bug). not something that won't be ironed out as the algos/learning improve.
Interesting. The main way it us used today (low res console games) and for scaling 1080p to 4k etc on pc is not the best way to show itJust my 2 cents. I use a 4090 and a 7900 XTX for gaming (I am using a Neo G9 57 which requires DP 2.1 and only AMD has that to access 240hz while Nvidia is stuck at 120hz). At higher resolutions such as 4k and above, FSR 3.1 holds up pretty well unless you are pixel peeping.
Right, the way parts of the outline flicker in and out in the video simply can't be a discontinuity. Perhaps it's a new feature developed specifically for the Pro version to simulate the way real hair disappears in and out of existence. (GhostHair™?)It isn't a bug as it would have discontinuities, as all graphical bugs invariably do when zoomed in.
Feel free to screen grab successive frames to show what you mean.Right, the way parts of the outline flicker in and out in the video simply can't be a discontinuity. Perhaps it's a new feature developed specifically for the Pro version to simulate the way real hair disappears in and out of existence. (GhostHair™?)
We're not taking about the hairs around the ear, but the flickering outline around the cheek. The video I linked to on the previous page is timestamped to the relevant footage.Feel free to screen grab successive frames to show what you mean.
Here you can see there is stray hairs that are in the correct position and free to move
In the orientation of the character, the parallax camera setup and the position of ears - in line with eyes half way between chin and top of head as any artist/art teacher will advise as the typical position - those straddling hairs are in the correct region.We're not taking about the hairs around the ear, but the flickering outline around the cheek. The video I linked to on the previous page is timestamped to the relevant footage.
1.) Did you watch the video?In the orientation of the character, the parallax camera setup and the position of ears - in line with eyes half way between chin and top of head as any artist/art teacher will advise as the typical position - those straddling hairs are in the correct region.
I thought you guys were arguing over something very hard to spot, but no, that halo effect is very obvious on the Pro. It’s a minor issue, but that’s the nature of ML powered upscaling. Even DLSS still has some minor ghosting issues to this day.1.) Did you watch the video?
2.) Did you see the flickering?
FSR … is shit
1 was worse that whatever AA already out there and even the latest 3.1 looks absolutely terrible, especially in motion
DLSS is so far ahead it is not even funny.
PSSR seems to be better than FSR (not hard) and actally somewhat close to earlier versions of DLSS in some cases.
LOL a $700 Pro console is not stronger than an $1800 4090
Eat this Masterrace !!!
Quite the opposite IMO.Just wondering if the second part of this gen will be developers and publishers showing a bit of middle finger to these 60M PS5 consoles owners with games that are a bit junky with low native resolution and shit upscale with unstable FPS (some games recently released are already like this) and brute force these to perform as they should on PS5 Pro.
For somebody who hates DF, you vastly, vastly overstate the influence and impact they have had on game development. Especially during the PS3/360 days, when they averaged only a few thousand views per video and way under 100k subscribers on YouTube. They didn't even exist for the first few years of the PS3 and 360.Quite the opposite IMO.
DF's(fuelled by Beyond3d) childish HD ready resolution wars that started with the 360/PS3 gen that they used as a stick to beat the PS3 so that it had to do better graphics, better frame-rate and still hit 720p or 1080p native, otherwise it was technically shit - despite the 360 getting a free pass for all its misgivings with resolution being the main one - is finally coming to an end now that they've drank the Nvidia DLSS Kool aid for years and final given up on "has to be native resolution X".
With the release of the Pro and more importantly PSSR that can run on either, the previous 'DF Persona non grata' for native 720p on PS4 and PS5 - despite being a non-issue for X1 and series S - will subside allowing developers to focus on effects rather than resolution and use 720p and PSSR for +1440p results on the PS5 while 45% more powerful Pro is doing 1080p to +4K .
Ever since resolution counting became a thing devs have wasted so much effort on reaching arbitrary resolutions at the expense of make game experiences better, unlike with the PS2, Gamecube, Dreamcast and previous gens, because at the end of the PS2 gen, a flagship WEGA or TAU series CRT had an internal resolution up to 1280x800, and yet no one playing a great looking SD 512x288 resolution game or less cared about anything that whether the game was great.
IMO we've effectively had 2.5 gens wasted by DF's nonsense and when PSSR gets going on the base PS5, probably after the Pro is a sales success we are going to see the PS5 games improve massively to lever both the PS5 and Pro IMO.
That's completely wrong. Richard made a big deal about being able to capture Gamecube footage in full 24bit back in the day. Wouldn't have had you pegged as someone that didn't know your Eurogamer history.For somebody who hates DF, you vastly, vastly overstate the influence and impact they have had on game development. Especially during the PS3/360 days, when they averaged only a few thousand views per video and way under 100k subscribers on YouTube. They didn't even exist for the first few years of the PS3 and 360.
That's hilarious if you believe that. Everything from Gran Turismo HD concept got pixel counted for negative coverage. Even the amazing MGS4 was indirectly negatively covered from all the lols over at beyond3d which kept resolution lists like firearms to downplay the amazing tech in the PS3 at every opportunity to fuel DF's constant maligning of the console.I pretty confident no developer was thinking we better need to hit resolution target X otherwise DF will criticize us. I'd be shocked if most developers (never mind game publishers) even knew who they were back then.
No, a PS5 Pro is not more powerful than a 4090 for those thinking/implying that.
LOL a $700 Pro console is not stronger than an $1800 4090
For somebody who hates DF, you vastly, vastly overstate the influence and impact they have had on game development. Especially during the PS3/360 days, when they averaged only a few thousand views per video and way under 100k subscribers on YouTube. They didn't even exist for the first few years of the PS3 and 360.
I pretty confident no developer was thinking we better need to hit resolution target X otherwise DF will criticize us. I'd be shocked if most developers (never mind game publishers) even knew who they were back then.
Their largest influence was in the early PS4 days, with the hole 900p Xbone fiasco. It helped define the generation.But they had a great influence in the console wars.
On every forum related to console gaming, people were always using DF's analysis as fodder for their console wars.
DF grew their audiences on those bickerings. And they made a business model out if it.
Despite today not being as egregious as it once was, they are still the main source for these things.
PS3 deserved everything it got. Thankfully we got the PS4 and a better Sony from it all.That's hilarious if you believe that. Everything from Gran Turismo HD concept got pixel counted for negative coverage. Even the amazing MGS4 was indirectly negatively covered from all the lols over at beyond3d which kept resolution lists like firearms to downplay the amazing tech in the PS3 at every opportunity to fuel DF's constant maligning of the console.
That's completely wrong. Richard made a big deal about being able to capture Gamecube footage in full 24bit back in the day. Wouldn't have had you pegged as someone that didn't know your Eurogamer history.
Eurogamer was one of the most read gaming outlets outside of the ones that have survived, today and with the SEGA Peter Moore styled promotion, Xbox profiles were integrated into Eurogamers forum, hence why so many Xbox leaning forumites hang on DF's every word and can't see anything wrong with Microsoft in gaming doing their usual playbook,
That's hilarious if you believe that. Everything from Gran Turismo HD concept got pixel counted for negative coverage. Even the amazing MGS4 was indirectly negatively covered from all the lols over at beyond3d which kept resolution lists like firearms to downplay the amazing tech in the PS3 at every opportunity to fuel DF's constant maligning of the console.
I agree that they had influence in the console wars. They were used by fanboys on both sides to "win" debates on internet forums. DF also grew their audience from these very debates. That doesn't automatically imply that they had a very large amount of influence to push all consoles games to hit arbitrary resolutions. The resolution "wars" of the PS3/PS4 gen were clearly pushed by Microsoft and Sony themselves.But they had a great influence in the console wars.
On every forum related to console gaming, people were always using DF's analysis as fodder for their console wars.
DF grew their audiences on those bickerings. And they made a business model out if it.
Despite today not being as egregious as it once was, they are still the main source for these things.
You’re completely insane if you think DF has this much influence lmao. Imagine thinking a little tech channel is single-handedly responsible for changing the course of how studios approach image quality. Your takes are embarrassing.Quite the opposite IMO.
DF's(fuelled by Beyond3d) childish HD ready resolution wars that started with the 360/PS3 gen that they used as a stick to beat the PS3 so that it had to do better graphics, better frame-rate and still hit 720p or 1080p native, otherwise it was technically shit - despite the 360 getting a free pass for all its misgivings with resolution being the main one - is finally coming to an end now that they've drank the Nvidia DLSS Kool aid for years and final given up on "has to be native resolution X".
With the release of the Pro and more importantly PSSR that can run on either, the previous 'DF Persona non grata' for native 720p on PS4 and PS5 - despite being a non-issue for X1 and series S - will subside allowing developers to focus on effects rather than resolution and use 720p and PSSR for +1440p results on the PS5 while 45% more powerful Pro is doing 1080p to +4K .
Ever since resolution counting became a thing devs have wasted so much effort on reaching arbitrary resolutions at the expense of making game experiences better, unlike with the PS2, Gamecube, Dreamcast and previous gens, because at the end of the PS2 gen, a flagship WEGA or TAU series CRT had an internal resolution up to 1280x800, and yet no one playing a great looking SD 512x288 resolution game or less cared about anything other than whether the game was great.
IMO we've effectively had 2.5 gens wasted by DF's nonsense and when PSSR gets going on the base PS5, probably after the Pro is a sales success we are going to see the PS5 games improve massively to lever both the PS5 and Pro IMO.
Meh, all they did was give us the analytics. It's up to us (and the tribalistic primates) what we do with itBut they had a great influence in the console wars.
On every forum related to console gaming, people were always using DF's analysis as fodder for their console wars.
DF grew their audiences on those bickerings. And they made a business model out if it.
Despite today not being as egregious as it once was, they are still the main source for these things.
Which is cool, but there’s a huge difference between claiming DF has influenced console wars and accusing DF of making devs wast 2.5 generation on resolution. DF is not that influential and by and large, 95% of gamers don’t give a shit about resolution and lots of them don’t even know what it is, let alone the difference between native, input, output, upscaled, etc. Devs don’t give a shit about DF for the most part, so accusing them of changing the course of the industry for the worse is comically out of touch with reality.But they had a great influence in the console wars.
On every forum related to console gaming, people were always using DF's analysis as fodder for their console wars.
DF grew their audiences on those bickerings. And they made a business model out if it.
Despite today not being as egregious as it once was, they are still the main source for these things.
Based on his lack of response I assume he never actually watched the video.I thought you guys were arguing over something very hard to spot, but no, that halo effect is very obvious on the Pro. It’s a minor issue, but that’s the nature of ML powered upscaling. Even DLSS still has some minor ghosting issues to this day.
DF is far larger today then they were 15 years ago and Alex has had an ongoing crusade going for several years now against stutters on PC games.You’re completely insane if you think DF has this much influence lmao. Imagine thinking a little tech channel is single-handedly responsible for changing the course of how studios approach image quality. Your takes are embarrassing.
Was about to say this lol. I freakin’ wish DF had this much impact on the industry. Maybe then, we’d have stutter-free games on PC.DF is far larger today then they were 15 years ago and Alex has had an ongoing crusade going for several years now against stutters on PC games.
So with this massive reach and influence that DF must have this means that all PC games are now perfectly stutter free right?
Which is cool, but there’s a huge difference between claiming DF has influenced console wars and accusing DF of making devs wast 2.5 generation on resolution. DF is not that influential and by and large, 95% of gamers don’t give a shit about resolution and lots of them don’t even know what it is, let alone the difference between native, input, output, upscaled, etc. Devs don’t give a shit about DF for the most part, so accusing them of changing the course of the industry for the worse is comically out of touch with reality.
adverb
- (obsolete) Except with; unless with; without.
- Except; besides; save.
- Excepting or excluding the fact that; save that; were it not that; unless; -- elliptical, for but that.
Not talking about you. Talking about this insane post by PaintTinJr you seem to agree with. Besides, I don’t think Sony or Microsoft care all that much about the console wars on forums.I didn't say they were influential in the resolution devs used. Only that they were influential in the console wars.
That is why I started with this adverb, but.
Not talking about you. Talking about this insane post by PaintTinJr you seem to agree with. Besides, I don’t think Sony or Microsoft care all that much about the console wars on forums.
The GAF level segment has grown larger with the industry, but if anything DF has less influence over GAF level gamers, now than they used to when they started this pixel counting cancer.DF is far larger today then they were 15 years ago and Alex has had an ongoing crusade going for several years now against stutters on PC games.
So with this massive reach and influence that DF must have this means that all PC games are now perfectly stutter free right?
First of all, Digital Foundry didn’t start pixel counting, they only arrived on the scene at the tail end of 2008 and start of 2009. They started picking up steam around the start of the PS4 generation and only really got going when John came on board.The GAF level segment has grown larger with the industry, but if anything DF has less influence over GAF level gamers, now than they used to when they started this pixel counting cancer.
But... to have 1M subs they are reaching x10 times that number of viewers every year with at least 1 of their videos, if not more, in reality going by other successful youtube channels. If they didn't have the influence they wouldn't be making £1m-10m per year as a business going by public info.
First of all, Digital Foundry didn’t start pixel counting, they only arrived on the scene at the tail end of 2008 and start of 2009. They started picking up steam around the start of the PS4 generation and only really got going when John came on board.
As for views, the most popular video they have ever done was the GTA V PS3 vs PS4 trailer. A comparison that was heavily flattering to the PS4 mind you. Which was 8.2 million views. The overwhelming majority of their modern comparisons and tech reviews do a few hundred thousand on average, and almost all of the PS3 vs 360 comparisons were several thousand views, a far cry from being influential to the wider market. Even today, looking at their YouTube stats on Social blade and the Patreon money, they are making nowhere near £1m a year. Probably around 50-70% of that at most.
The average gamer doesn’t even care or known about them. I’m not even talking about casuals here, I have a bunch of friends that are pretty hardcore gamers that only vaguely know who they are.
It seems the time has come for a shift in power...
Eat this Masterrace !!!