DLSS 2.2 or bust!

DLSS is an implementation issue for FDev from the off, as for whatever reason they've not rolled Cobra's TAA into Elite (DLSS uses TAA as a starting point).

Intel and AMD's more open temporal AA + upscalling solutions are about to hit the market. If Frontier were going to invest in something, either or both of these would address more of the player base than DLSS.

Both these have the same issue as DLSS though, in that you have to have TAA as a starting point (or at least motion vectors).
 
I'm expecting FSR 2.0 to appear on graphics settings at some point not DLSS, the game engine is using the wrong version of directx to use DLSS.

And when next gen gpus appear nobody will need to use fsr ot dlss to play at 4k. Which is great game can go higher in terms of graphics. Probably why consoles no longer being supported as they are going to be be stuck on rdna 2 current gen for the next 4 year at best
 
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I'm expecting FSR 2.0 to appear on graphics settings at some point not DLSS, the game engine is using the wrong version of directx to use DLSS.

And when next gen gpus appear nobody will need to use fsr ot dlss to play at 4k. Which is great game can go higher in terms of graphics. Probably why consoles no longer being supported as they are going to be be stuck on rdna 2 current gen for the next 4 year at best

ED needs FSR2.0, XeSS or DLSS because it's image quality is a decade out of date. The performance boost is just a bonus.

There's also the profile of the actual customer base to consider, not just those who spash out thousands on a new PC each year.
 
AMD FSR v2.0 does look good, might as well concentrate on getting that out, it has spatially aware algorithms like Nvidia DLSS, the aliasing handling, and a sharpening slider functionality but without the hardware limitations (DLSS only available on RTX 2xxx/3xxx). There will be a performance cost but hopefully the fps output and quality will make up for it.
 
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AMD FSR v2.0 does look good, might as well concentrate on getting that out, it has spatially aware algorithms like Nvidia DLSS, the aliasing handling, and a sharpening slider functionality but without the hardware limitations (DLSS only available on RTX 2xxx/3xxx). There will be a performance cost but hopefully the fps output and quality will make up for it.

In ED's case, even if you ran FSR2.0 at native, it'll probably be cheaper than the supersampling people are using today. Image quality should be better too.

It does seem like the place to start on modernising AA, if they can implement it in EDs graphics pipeline. Once there, it opens the door to DLSS/XeSS. They hook into the same early stages of TAA.

None of this seems super expensive in terms of development time. Now they're a PC only title for future development, they really should be leaning into options that get PC gamers all excited.
 
ED needs FSR2.0, XeSS or DLSS because it's image quality is a decade out of date. The performance boost is just a bonus.

There's also the profile of the actual customer base to consider, not just those who spash out thousands on a new PC each year.
Tbh FSR as it is, is not an optimization technique. It is intended to be a "bandaid" fix for old or low spec GPUs to get some more mileage before needing an upgrade. It is not meant to take the place of engine optimization, same as their new checkerboard terrain rendering. These are all workarounds and not actual fixes.

And I agree; catering strictly to top end gamers is a great way to completely tank your playerbase. Even a cursory look at the Steam Hardware Survey will tell you that the combined number of RTX cards (both 20x0 and 30x0 combined) is still less than 10% of all GPUs on Steam. And the total number of 16core/thread CPUs on Steam is less than 1%.

Elite is already a niche game. Moving development forward to target only the latest hardware would simply kill the game outright
 
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