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BattleAxeVR
28.5K posts

BattleAxeVR
@BattleAxeVR
Indie VR game studio run by AAA industry veteran w over 20 game credits, including GTA V, Age of Conan, Assassin's Creed 2, FarCry 2, and many VR games/apps too
Katılım Kasım 2017
764 Takip Edilen1.6K Takipçiler

@SquaredApe If anything, I see Nvidia's AI business booming even more with this, as it will only reinforce their high end ultra-realistic graphics dominance, even for B2B or scientific research. Realistic graphicc isn't just for gaming, training simulators for visual research / robots / etc.
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@BattleAxeVR I always thought AMD would play second fiddle to Intel, but times change. Perhaps Nvidia will suddenly lose their entire AI business overnight to make it possible for an AMD win :P
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Nvidia shipped DLSS 1 back in 2019 with Turing then each version included new improvements, and now over 80% of gamers use it.
Meanwhile...reality is AMD is losing market share while criticizing Nvidia.
The beatings shall continue until morale improves!
x.com/TechPowerUp/st…
TechPowerUp@TechPowerUp
NVIDIA Grabs 94% AIB GPU Market Share, AMD Falls to 5% tpu.me/fuet
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@SquaredApe That's on PC of course, so maybe PS6 / next Xbox may have good RT perf. AMD seems to be utterly dominating on consoles in the same way they are losing on PC.
And I care about PC, cause, consoles are generally much weaker (though decent perf / dollar, at least at the beginning)
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@SquaredApe AMD just playing catch-up isn't gonna stop the bleeding at this point. I hope their raw raytracing performance does catch up with RDNA 5 but it may be too little, too late. And certainly, AMD can't / won't be able to copy DLSS 5 for a year or two.
Another ex of caught pants down

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@WreckedelkJr Trust me, I worked on Substance procedural texture pipeline using compute shaders for realtime gameplay inputs (ex adding wetness/rain), WB ended up just baking everything to disc, even though many of them may never be used or seen by the player, but waste time+space installing.
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@WreckedelkJr I mean, a lot of the complaints about Unreal shader stutter struggle are a DIRECT CONSEQUENCE of giving tech artists way TOO MUCH leeway to create endless shader permutations instead of reining them in, like Id Software did.
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@WreckedelkJr Yes exactly, using it well will become a skill, it just needs to have good controls in it and then artists will probably embrace it, if anything.
Do people actually believe artists didn't wrestle with roughness / specular and various other PBR parameters endlessly? They def do!
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@BattleAxeVR Honestly they looked too oversharpened in the Hogwarts example if anything. But similar to RTX Remix, this is a tool that will have varying results in quality as it very much depends on how and what the tool is being used for !
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@WreckedelkJr I do agree that what Nvidia needs to do to reassure not just gamers (really, screw them), but content creators, is that they will indeed incorporate enough knobs and dials and guiderails to veer the output towards something pleasant and acceptable (+worth using for global uplift)
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@WreckedelkJr I also thought some of the faces of the elves in Harry Potter were a bit much, but it didn't look like "slop" so much as too much makeup. But tech will certainly improve over time. DLSS 3.5's transformer model was a game-changer for ray reconstruction in challenging situations.
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@WreckedelkJr This seemed inevitable when George Lucas sold Star Wars to Disney and Princess Leia became a Disney Princess. Star Wars is more or less dead to me at this point.
We'll watch the Baby Yoda movie though, but at home.
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@BattleAxeVR Fortnite's definitely gone overboard with the collabs, I'll be honest. As a UEFN Dev I'm happy to see others be able to play with their favorite IP, but man do I wish there were some more originality in the ecosystem 😮💨
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@WreckedelkJr I honestly weep for the future of humanity.
We won't live in a Wall-E world full of fat, but well-meaning people, instead Ozempic skinny but brutish, nasty, ignorant anti-intellectuals, all ready to pounce on anyone who strays out of line.
The mob is Idiocracy meets Gremlins.
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@WreckedelkJr One of the morons replying to the big DLSS 5 breakdown I just retweeted actually had the nerve to say the DLSS 5 ON pictures looked "flat". They don't even know what "flat" means! It means low contrast / dynamic range! These morons are just repeating words they don't understand.
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@WreckedelkJr When you just throw everything into a blender, it just dilutes everything. I can't even get into RPGs that mix in sci-fi anymore, even though He Man and Might and Magic 3 and Phantasy Star I were are staples of my childhood The Hobbit's got internal self-consistent world at least
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@JeemerTheMeemer @BradMills @BeggarSoldier @ryanshrout I wrote on Quake 2 RTX - VR MOD and path tracing does NOT require PBR materials. At all. It is you who lacks understanding. Path tracing doesn't even require normal maps to work. They only remade those games' materials into PBR so they would deliver a significant uplift visually.
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@BradMills @BeggarSoldier @ryanshrout No, you clearly lack any understanding of the subject, every single one of those path traced retro games needed completely remade assets to work with path tracing.
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@dnnkeeper Also, it would seem weird for DLSS-5 to not offer a replacement for SR, i.e. take low res jittered / aliased inputs, do AR / SR / RR / whatever mode you picked, and then get the upscaled output in one pass.
That's what I'd do. But DLSS-RR needs full gbuffer / spec/diffuse albedo
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@dnnkeeper What I'm curious is, does this replace DLSS-RR entirely? Because DLSS-RR already takes like 3.6ms on my 5090 for both eyes, and adding ANOTHER DLSS-5 pass AFTERWARDS seems crazy inefficient. Do it all in 1 pass. Get rid of DLSS-RR? I'm fine with that. Just call it an upgraded RR.
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