DLSS Nvidia in ED ?

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JWE is a park simulator that was developed after Horizons and supports TAA and DLSS (much more common at the time than when development on ED started), which was carried over into JWE2.
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If I'm not mistaken, there was no DLSS in JWE1. I'm always confused by the fact that the abandonment of consoles happened some time after the Odyssey was released.
 
If I'm not mistaken, there was no DLSS in JWE1.

I thought they added it at some point, but it seems I was mistaken. TAA and TAAU are there though, so it theoretically should have been practical to add more temporal AA/upscalers.
 
The first thing to implement should be TAA, but since this requires a rewrite of the engine, it's unlikely to ever happen, at least not as part of a free update. Best we can do now is post-processing AA in addition to the in-game one, and turning up the resolution scale to 1.5 or 2 if your GPU can handle it.

So what is the best solution that they could implement with the least amount of work?

What about this: Improve broken Anti-Aliasing with this ReShade preset (Elite Roots Enhanced)
 
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So what is the best solution that they could implement with the least amount of work?

What about this: Improve broken Anti-Aliasing with this ReShade preset (Elite Roots Enhanced)

I've tried just about every combination and permutation of post process AA injection possible. FXAA + post process TAA (which needs a shader to extract motion vectors that is then passed to a TAA shader) can do ok, but is so expensive and adds so much motion blur that more supersampling is usually preferable.

Without native motion vector support the only easy improvement would probably be more aggressive versions of the SMAA and FXAA presets they already have, but it would add a lot of blur and barely smooth the worst offenders of the specular aliasing that is most noticeable. If they can find a way to reduce the contrast of these edges, that would probably help more than stronger AA shaders.
 
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I've tried just about every combination and permutation of post process AA injection possible. FXAA + post process TAA (which needs a shader to extract motion vectors that is then passed to a TAA shader) can do ok, but is so expensive and adds so much motion blur that more supersampling is usually preferable.

Without native motion vector support the only easy improvement would probably be more aggressive versions of the SMAA and FXAA presets they already have, but it would add a lot of blur and barely smooth the worst offenders of the specular aliasing that is most noticeable. If they can find a way to reduce the contrast of these edges, that would probably help more than stronger AA shaders.
I apologize for the odd question. Have you tested this on NVIDIA too?
 
the only easy improvement would probably be more aggressive versions of the SMAA and FXAA presets they already have, but it would add a lot of blur and barely smooth the worst offenders of the specular aliasing that is most noticeable
Precisely my experience too with playing around with Reshade. You either get somewhat OK speculars, but the skybox and menus go horribly blurry, or you get no real improvement with speculars and somewhat OK non-specular edges, skybox and text.
 
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