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Chrkeller said:

I haven't been impressed with FSR.  DLSS I love for rendered 1440p to 4k.  1080p DLSS to 4k is solid.  

It can help a lot.  TLoU part 1, which is a crap port, runs at 40 to 60 fps at max settings via 4k.  I popped rendering to 1440p and DLSS to 4k and got 80 to 120 fps.  Max settings is gorgeous.

I am most excited to give Ragnarok a go on PC.  Sounds like they are putting in a lot of extra bells and whistles.  A 4070ti is no joke for ultra settings.  Based on gpu recommendations I don't think Ragnarok is going to be a straight ps5 port. 

I still think the best resolution is 1440p.  Plenty sharp but doesn't kill fps like 4k.  

And I can't say enough about 80 to 120 fps.  That shit is amazing.  

1440P is certainly the best price/performance resolution, it's better than 1080P, but enough clarity that depending on panel size/viewing distance is hard to discern from 4k if you use DLSS/XESS/TSR... And then you can chase 120/144/160/180/200/240hz.

Then that lets games like Hellblade 2 or Avatar really pop with the Ray Tracing and dynamic effects.

The great part? Also takes less of your GPU.

curl-6 said:

Yeah Avatar's jungle rendering with all the dense interactive vegetation looks terrific, it reminds me of playing Crysis and Uncharted back in the 7th gen, and being wowed by how how organic and detailed they were. (Okay maybe it's not quite as stunning as Crysis was, but it did give me similar vibes to the first time I saw Drake's Fortune in action back in the day)

And yeah the humans in Hellblade II are easily the best I've seen in any game. Really goes to show what current gen consoles can do when they're not committing half their horsepower just to get to 60fps.

I could even go further back to 6th gen when we got FarCry (The Crytek team made variant), how we went from bland and barren worlds with minimal foliage/shrubs like in Halo... To full, lush jungles where plants would move out of your way as you crawled through them.

We still haven't reached the point where foliage is rendered with the complexity and randomness of real plants, you can still tell they lack geometric detail, but the texture layering has gotten super good these days... What made Avatar really pop was the lighting and shadowing of the plants, you could tell during development that they wanted to nail that aspect... And they did.

I would argue it probably even made Crytek moist.

I think the next generation we may finally see large scale foliage with full subsurface scattering to really make the plant materials really showcase some realism.



--::{PC Gaming Master Race}::--