Pemalite said:
Unfortunately for consoles, that point is moot.
On Switch 2 for example there are games using FSR over DLSS-Lite, because the game was originally designed for Xbox/Playstation... Or the developer has noticed that during motion FSR provides a better output as DLSS-Lite falls apart when trying to provide anti-aliasing during motion. (But tends to have reduced fizzle on particles.) Case in point: Donkey Kong. - Where they use FSR1.
It can't be adjusted by the end user sadly.
Conversely... Many multiplayer games will notice that injecting DLSS into a FSR game or vice-versa will flag the anti-cheat software resulting in a ban.
|
That's true. Although in DK's case it might just be that the motion vectors weren't exposed during its development on SW1 and they didn't feel like doing it as the game moved to SW2. FSR1 is just a spatial upscaler. Oddly, Nintendo's internal teams seem to be very resistant to TAA (or AA at all) actually. Shows in how few of their initial SW2 games use DLSS.
Developers of course, if they wanted to support games with updates, could basically swap out DLSS models (unless there is something unusual about Switch 2's implementation) as new models become available to them over the course of the SW2's lifetime and SDK updates. I'd expect that to happen if SSM's(like Mamba) replace transformers, since their main advantage is efficient and fast inference with minimal quality loss, which SW2 could benefit from.
Last edited by sc94597 - 23 hours ago