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DLSS/RT Update for MSFS?

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5 minutes ago, Baber20 said:

Raytraced GI would bring the biggest improvement in visuals IMO.

Would it though? I sense the difference would be very subtle. 

FSX | DCS | X-Plane 11 | MSFS 2020 | IL2:BoX

Favorite aircraft currently: MSFS Savage Cub

Shadow of the Tomb Raider which only has ray-traced shadows suffers a hefty performance loss with DXR on. It will probably take much, much stronger RT cores until we see performance actually increasing when replacing rasterisation workloads with ray-tracing, if that's even possible.

Still, if they are going to implement ray-tracing for the simulator, they should be using it on reflections and ambient occlusion, which are rather problematic in their current state (not much that can be done with the former though).

32 minutes ago, 737_800 said:

Thanks for your explanation. I wasn't aware of the fact that so much depends on DirectX. Maybe Asobo will implement it in the next two years, I wish they would prioitize that. Helicopters and ATC seem less relevant, not everyone is using that. However, everyone would gain benefit of better performace. Wished they had coded the MSFS on release based on DX12. 

As they started the project with a demo for some MS manager in 2016 they probably wrote the core of the render engine in 2015 when DX12 was very new - so DX11 was not an odd choice then.

I am pretty sure that the team working on the render engine has no clue of how to make a helicopter. The nice thing with a team of the size that Asebo has is that they can put 20 devs on the render engine, while having 20 doing helicopters. And then 20 for missions and challenges... And still have a lot of people fixing aircraft, flight models, landscape objects etc. We are not stuck with 10-15 man dev teams any more. 

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4 minutes ago, mazex said:

I am pretty sure that the team working on the render engine has no clue of how to make a helicopter. The nice thing with a team of the size that Asebo has is that they can put 20 devs on the render engine, while having 20 doing helicopters. And then 20 for missions and challenges... And still have a lot of people fixing aircraft, flight models, landscape objects etc. We are not stuck with 10-15 man dev teams any more. 

Yes, but they will shrink soon. What I read is, after release they won't keep most of the people (what makes sense). I'm wondering if they will still have the man power to work on several project parallely.

DLSS and RT are included in the DX12 Ultimate. We will have to wait until MSFS can benefit from them in the future.

Guillaume

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9 minutes ago, guibru said:

DLSS and RT are included in the DX12 Ultimate. We will have to wait until MSFS can benefit from them in the future.

DLSS is an NVIDIA technology specific to their GPUs with tensor cores, not part of DirectX 12 Ultimate. Its components are DirectX Raytracing 1.1, Variable Rate Shading, Mesh Shaders and Sampler Feedback.

Edited by ChaoticBeauty

2 hours ago, Slides said:

Would it though? I sense the difference would be very subtle. 

I think it would be huge especially if emissives/displays are taken into account. The lack of light coming from the garmin at night is very noticeable. Moving the current screen spaced ray traced reflections over to proper RT is just a sensible change and would get rid of some of the issues (noise, reflections disappearing).

2 hours ago, mazex said:

As they started the project with a demo for some MS manager in 2016 they probably wrote the core of the render engine in 2015 when DX12 was very new - so DX11 was not an odd choice then.

I am pretty sure that the team working on the render engine has no clue of how to make a helicopter. The nice thing with a team of the size that Asebo has is that they can put 20 devs on the render engine, while having 20 doing helicopters. And then 20 for missions and challenges... And still have a lot of people fixing aircraft, flight models, landscape objects etc. We are not stuck with 10-15 man dev teams any more. 

The graphics side of this game is based of A Plague Tale to some degree. That is a DX11 title so I'd assume whatever in-house engine/graphics pipeline they had at the time is what they used. There are a couple references to DX12 in the games code though, or more specifically imports. This could mean nothing since the game is coming out on Xbox and that is DX12.

10 minutes ago, ChaoticBeauty said:

DLSS est une technologie NVIDIA spécifique à leurs GPU avec des cœurs de tenseur, ne faisant pas partie de DirectX 12 Ultimate. Ses composants sont DirectX Raytracing 1.1, Variable Rate Shading, Mesh Shaders et Sampler Feedback.

Nvidia and MS have a collaboration to have the DLSS included in the DX12 Ultimate.

Guillaume

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26 minutes ago, guibru said:

Nvidia and MS have a collaboration to have the DLSS included in the DX12 Ultimate.

I must have missed this, can you give me a link? I've only read about their collaboration to let DirectStorage be accelerated by the GPU, which they're calling RTX IO. It is quite unlikely they would make a vendor-specific technology part of DirectX, especially since rumours have pointed to a DirectML solution created in collaboration with AMD for the Xbox Series X.

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