February 3, 20224 yr 3 minutes ago, ChaoticBeauty said: At Quality mode the rendering resolution is set to 66% of the output, which means that at 4K the image is upsampled from a ~1440p resolution, not 1800p. As for DLSS looking better at lower resolutions, if you mean that you are reducing the game's resolution to 1080p on your 4K monitor, this might not be the best way to compare them because either way, you are not looking at a native output. You are correct quality is closer to 1440. Perhaps that's the resolution of ultra quality mode? I really should stop replying to you and admitting you are correct. I am just smart enough to make myself look stupid. But it's fun and I am learning. 6 minutes ago, ChaoticBeauty said: I was addressing the original poster, but as I said, MSFS already has a TAAU implementation. Set anti-aliasing to TAA and the render scale to less than 100% to activate it. It is not exclusive to Unreal Engine 4, but it is not very common because it can be difficult to implement (and in MSFS it was horrible at release). TAUU does TAA and the upscaling at the same time, which produces a sharper image. I believe MSFS is not using TAUU and but is doing Temporal Anti-Aliasing and then the upscaling. 9950X3D, PNY 5090, 64GB DDR5 6000, MSI X870-P, GIGABYTE AORUS Gen5 2TB NVMe, 3440x1440 AW3423DW gsync ultimate.
February 3, 20224 yr 1 minute ago, Maladoror said: You are correct quality is closer to 1440. Perhaps that's the resolution of ultra quality mode? I really should stop replying to you and admitting you are correct. I am just smart enough to make myself look stupid. But it's fun and I am learning. The highest setting is Quality mode. An Ultra Quality mode exists in the DLSS code (and I think it sets the input resolution to 75%), but so far it can only be exposed via the Unreal Engine 4 integration (when using development tools), and even then it doesn't work. It probably exists as a placeholder for the future. FSR has an Ultra Quality mode though, with an input resolution of 77%. 7 minutes ago, Maladoror said: TAUU does TAA and the upscaling at the same time, which produces a sharper image. I believe MSFS is not using TAUU and but is doing Temporal Anti-Aliasing and then the upscaling. Although it is not very clear from the in-game descriptions, Asobo have confirmed in their Q&A sessions that they are indeed using a TAAU implementation, so as long as the anti-aliasing is set to TAA and the render scale to less than 100%, the engine will perform both temporal anti-aliasing and upsampling. In fact, this is the reason they dismissed DLSS for so long, because they kept saying MSFS already features temporal upsampling technology, and even claimed that their TAAU looked better than DLSS sometime last year. It wasn't until they actually implemented it that the benefits became clear.
February 3, 20224 yr 12 minutes ago, ChaoticBeauty said: Although it is not very clear from the in-game descriptions, Asobo have confirmed in their Q&A sessions that they are indeed using a TAAU implementation, so as long as the anti-aliasing is set to TAA and the render scale to less than 100%, the engine will perform both temporal anti-aliasing and upsampling. In fact, this is the reason they dismissed DLSS for so long, because they kept saying MSFS already features temporal upsampling technology, and even claimed that their TAAU looked better than DLSS sometime last year. It wasn't until they actually implemented it that the benefits became clear. That clears that up. I know more now, so thank you. 9950X3D, PNY 5090, 64GB DDR5 6000, MSI X870-P, GIGABYTE AORUS Gen5 2TB NVMe, 3440x1440 AW3423DW gsync ultimate.
February 4, 20224 yr The big win with MSFS implementing DLSS will be if they implement it for VR rendering. If they do, it'll be fantastic for hi-res HMD owners, such as the HP Reverb G2. Since I got my G2 and climbed the VR learning curve, it's been my dream that DLSS will be implemented for VR in MSFS. As it is even with my evga 3080 ti FTW3, to get acceptable frame rates (well, calling 40 fps acceptable is stretching it), you must use an upsampled render resolution. To have DLSS in there too...now we're talking! The OpenXR_toolkit mod's FSR is a great help for this, but having DLSS is what will rule. Edited February 4, 20224 yr by TheFamilyMan CPU: AMD 9800X3D PBO MB +200 CO -25| Motherboard: MSI MAG X870e Tomahawk WiFi | GPU: MSI RTX 5090 Ventus 3X OC | RAM: G.Skill 2x32GB DDR5 6000 cas 30 | M.2 SSDs: Samsung 990 EVO Plus 2T, WD Black SN750 M.2 1T | Hard Drive: WD Black HDD 6T 7200 | Optical Drive: LG Bluray writer, internal | Cooling: Thermalright Phantom Spirit 120 EVO | Case: Fractal Design Focus G | PSU: NZXT C1200 1200W Win 11 Pro 64|HP Reverb G2 revised VR HMD|Asus 25" IPS 2K 60Hz monitor|Saitek X52 Pro & Peddles|TIR 5 (now retired)
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