Dear Frontier Devs

Will DLSS 3 work on my AMD GPU? (or even my Intel one?)

Perhaps asking them to add FSR 3 would make more sense as not every player will use Nvidia products.
Perhaps Both, FSR 3 and DLSS 3 as options. DLSS is much better than FSR, but as you say FSR works for Both groups ...
 
Is it ? I thought they both used the same Cobra engine ?

Well that might be why then if its not the same cobra.

they surely have different revisions/versions of the Cobra Engine.
ED (Odyssey included) is running on a DX11 version, JWE2 is DX12 only - just a difference.

JWE2 was featured several times on NVidia site: first showcasing DLSS and DLAA , later on showcasing Ray-Traced Ambient Occlusion (RTAO) effects ( which came in the free update released alongside with Dominion Byosin Expansion in June '22)
 
they surely have different revisions/versions of the Cobra Engine.
ED (Odyssey included) is running on a DX11 version, JWE2 is DX12 only - just a difference.

JWE2 was featured several times on NVidia site: first showcasing DLSS and DLAA , later on showcasing Ray-Traced Ambient Occlusion (RTAO) effects ( which came in the free update released alongside with Dominion Byosin Expansion in June '22)
I think both DLSS and FSR2 require dx12, and updating from dx11 to dx12 is a lot of work apparently.
I was hoping odyssey would come with dx12 but …
 
If I am not getting my comprehension totally backwards, DLSS3 is argueably a completely separate thing to DLSS 1 and 2 (temporal, rather than spatial upscaling), and might have been better denominated as one distinct praline out of the DLSS assortment of chocolates, than having a version number slapped onto it...

I kind of wonder how it could conflict with the already long present frame synthesis offered by VR runtimes... How it would mess up things carefully timed, and results-adaptive.

It renders one frame ahead, so that it can interpolate intermediate frames, which should produce fewer visual artifacts than the *extra*polation done by OVR/SteamVR/et_al, but this also requires predicting action over a longer time span, which could produce greater dead-reckoning errors -- overshoots, and such...


I am of the belief that the particular RTAO implemented in JWE2 is probably not actual RTAO, but a screen-space/depth-buffer post effect; NVidia has this "Freestyle" post-processor injector (a'la ReShade), which supposedly works with Elite Dangerous, too, according a listing I skimmed a week or two ago... :7
 
I am of the belief that the particular RTAO implemented in JWE2 is probably not actual RTAO, but a screen-space/depth-buffer post effect; NVidia has this "Freestyle" post-processor injector (a'la ReShade), which supposedly works with Elite Dangerous, too, according a listing I skimmed a week or two ago... :7

No idea how is implemented, but NVidia bragged with it on their site (like they did when JWE2 launched when they bragged about DLSS and DLAA implementations in JWE2)
I sort of get the feeling that JWE2 was an NVidia sponsored title by the looks of it 🙃
 
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