A key part of a temporal algorithm (be it antialiasing or upscaling) is the provision of motion vectors.
FSR will perform better quality upscaling when more objects provide their motion vectors. It is therefore advised that all opaque, alpha-tested and alpha-blended objects should write their motion vectors for all covered pixels. If vertex shader effects are applied – such as scrolling UVs – these calculations should also be factored into the calculation of motion for the best results.
FSR3 Frame Interpolation requires FSR3 Upscaling to run, since it will access some internal resources generated during the upscale passes.
The FSR API requires frameTimeDelta be provided by the application through the FfxFsr3UpscalerDispatchDescription structure.
FSR 1 was launched in 2021
FSR 2 was launched in 2022
FSR 3 launched September 29, 2023
here we are 6 months later and the game is still running badly and without implementing a solution that could help, the game is still with version 1 of the FSR, this is shameful and disrespectful.
The game runs badly for a lot of reasons and while upscalers and frame interpolation could help, I think the underlying causes of the game's poor performance should be address before trying to bolt on these features. Not that I'm convinced any major performance optimizations are on the table.
There's a number of points where the game lags, but there's bottlenecks built into the game on purpose; the witchspace animation will last longer than 10 seconds to often infer a star or set of star systems of considerable mass (such as giants, collapsed stars, and stellar clusters) - this has been useful in seeking out systems in the black which may have ringed bodies, trinary orbits at the end of the jump, or a supersized rocky world orbiting the primary star.The game runs badly for a lot of reasons and while upscalers and frame interpolation could help, I think the underlying causes of the game's poor performance should be address before trying to bolt on these features. Not that I'm convinced any major performance optimizations are on the table.
There's a number of points where the game lags, but there's bottlenecks built into the game on purpose; the witchspace animation will last longer than 10 seconds to often infer a star or set of star systems of considerable mass (such as giants, collapsed stars, and stellar clusters) - this has been useful in seeking out systems in the black which may have ringed bodies, trinary orbits at the end of the jump, or a supersized rocky world orbiting the primary star.
You can use in-game or driver-level supersampling. Nvidia's DLDSR provides good results at sub 2x native resolutions.
This footage of the Python MkII looks bad due to the lack of anti-aliasing. It's below the current graphics standard. Somehow they enabled anti-aliasing for Planet Zoo which also uses the Cobra Engine, but still nothing for ED.
the witchspace animation will last longer than 10 seconds to often infer a star or set of star systems of considerable mass (such as giants, collapsed stars, and stellar clusters) -
The lack of anti-aliasing makes the game look much worse and older. There's many people who want FSR, DLSS etc. These are staple graphics options for current gen games. More than 400 games have DLSS since May 2021. Some complain about the performance, but for others it's acceptable. So performance is no excuse to exclude these features.
Somehow they enabled anti-aliasing for Planet Zoo which also uses the Cobra Engine, but still nothing for ED.
You mean JWE2 - which does have DLAA/DLSS but it's also a DX12 game and it's running a newer version of the Cobra Engine than the one used in ED.
You can use in-game or driver-level supersampling. Nvidia's DLDSR provides good results at sub 2x native resolutions.
The upside of TAA incompatible games is, you get a very clear picture quality without any blurring or smearing, which I personally quite like. But as as VR user I understand the importance of a good AA implementation.
They need to upgrade the Cobra Engine for ED. The jagged edges in the videos look so bad.
Supersampling ist an in-game option ED has.They need to upgrade the Cobra Engine for ED. The jagged edges in the videos look so bad.
Yes there are ways to improve the graphics, but there should be in-game options.
As they commented when they showed the video on the live stream that no skin textures had been applied yet I am totally unsurprised that it is below the current graphics standard it isn’t complete yet, the footage was probably not running on anything like the full game software.
This footage of the Python MkII looks bad due to the lack of anti-aliasing. It's below the current graphics standard. Somehow they enabled anti-aliasing for Planet Zoo which also uses the Cobra Engine, but still nothing for ED.
As they commented when they showed the video on the live stream that no skin textures had been applied yet I am totally unsurprised that it is below the current graphics standard it isn’t complete yet, the footage was probably not running on anything like the full game software.
There will always be complaints about something / anything from members of this community (I use this term loosely), more from some than others, naturally. It is the way...well, it was good enough imo to allow me to spot the 6 hardpoints locations