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SkateZilla

ED Beta Testers
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Everything posted by SkateZilla

  1. AMD RX7K will not use the ATX 3.0 12 Pin Power Connector
  2. Have you followed the steps to clear a bad config file? Also when extracting, make sure all dependent DLLs are in the same folder.
  3. Development Update for October: -App Multi-threading continues to be debugged (as expected, the move to MT caused many expected sync issues between threads and the UI) -Preset names (are now set per build slot, Presets 1-4 have unique names per build, when changing builds the Preset 1-4 Names change as well). -Huge features were added, will be revealed later, I also plan to expand on those as the new app develops. -UI Art Adjustments were made, UI Art will still be adjusted in phases during internal development as things are added, UI Art is updated for existing features/functions.
  4. FSR 2.0 is about par with DLSS2.0 and works on AMD, Intel or nVidia, and is easily added to Vulkan, as is any GPUOpen function.
  5. The Core and the GFX Engine dont have to be replaced at the same time. They will however benefit each other.
  6. These reviewers obviously ran the benches for numbers and didnt look at the image, as I've already talked to a few people with a 4090 and they have motion artifacts. using DLSS3
  7. should be the /Steam/ Root folder, the app automatically would scan the sub folders. I dont know why as an Oculus user you'd want to experience the steamVR app crashing left and right, there's a reason everyone on WMR/SVR is Flocking to OpenXR.
  8. don't understand why they choose every launch to put out the card with the lowest yields first.. the Ada Titan is cancelled, the RTX4090Ti may be right behind it, the RTX4080 and Likely RTX4080 ti are power hogs, and only show decent numbers when using DLSS3.0. RTX4080 12 GB, is being discontinued (as it never should have existed), likely being held for a while and re-launched as the RTX4070 Ti it should've been. But you got 4070, 4060, 4050, the cards that have the higher chip yields due to smaller size, more per wafer, etc etc. $50 all their production wafers are being used for RTX4090 and 4080s they dont have any for 4070/4060s
  9. with an RTX4090 your bottleneck will be your PSU, More specifically the 12V Rails.
  10. Uses the AI Learning Profile to Take one frame, and move the pixels without having to re-render a frame, then insert it into the display pipeline, as stated numerous times, FPS with DLSS 3.0 is pure marketing, the Engine is adding pixel shifted frames to the display pipeline, not rendering them, Look at the non-dlss 3.0 numbers, the render/raster performance of the RTX4 Series is about 10-15% better at 20-30% price increase over RTX3, and that 10-15% performance can be made smaller with under volting and/or overclocking and tweaking the voltage profile for max boost. the price gap on the other hand will only get bigger as RTX3 gets cheaper and RTX4 prices go up due to demand and cost overruns in development, Notice hardly any of the slides show non DLSS3.0 Games.. Lets see how that works with buildings zipping by or in FPS where the position of another player is mis-represented. you'll also get micro-movements, as the AI fills the FPS with shifted pixels then realized they were shifted the wrong way and moves them back.
  11. There's no point adding it to an EoL GFX Engine, the time and finances used to develop it for a GFX on it's way out can be better used on the incoming graphics engine.
  12. F-15I is pretty much an Export F-15E, so there's parity, F-14A-9x-GR will be around soon enough for F-14A Persian Cats. Adding the Chinpod is not parity, F14A/B -> is pretty much a generation leap from Analog to Digital. The Air intake was only tested on the F-16, but never deployed to fleet.
  13. OpenXR is most beneficial to anyone using SteamVR/WindowsMR, as the APIs for those horrible and crash prone. Oculus users wouldnt need to move to OpenXR, oculus literally has the most options and the most stable api.
  14. $50 MS Releases a New VR Headset with the next Console, Xbox has nothing to compete with PSVR, Plus any Xbox Headset is likely to work on Windows 11 (or 12), at this point as well, since 90% of Xbox One X games are cross platform with Windows 11 using the same engines. They all need to stay away from Pentile Array OLEDs, they are hoooooooorrrriiiibbllleee looking. Stacked RGB OLEDs are the way to go. The other thing they need to do is ditch large flat panels, 2 concaved curve panels, 1 for each eye, concaved around a smaller lense will look better than any flat screen with insanely large lense, trying to focus on px further and further away due to flat screen, curve them puppies around the lense and I garauntee you better fov and better clarity overall. really surprised it took this long for them to start polarizing the lenses, I put coating on my lenses years ago.
  15. 1. ED wont do proprietary GPU Tech 2. DLSS 3.0 on the RTX 4000 Series doesn't work in VR, DLSS 3.0 inserts fake frames, increasing frame latency, which is bad for VR. DLSS 2.0 Uses a Tensor Cores to Super Sample Lower Resolution Images, considering VR is about clarity, I'd advise against it. You can do that by reducing the Px Density slider in the VR Options. Know the tech before you demand it.
  16. don't know how many times Ima say it, but DLSS 3.0 is a placebo, the FPS boosts are using fake frames, and nVidia is using those numbers vs RTX3000, non DLSS Numbers...
  17. RTX4090, you might as well buy a test bench platform, and then a Sterillite plastic container to put over it, because that thing is huge, and any case big enough for it is likely to cost $500.
  18. It helps my poor SSD and Mission Generating, Campaigns and eventually Dynamic Campaigns, 1 Map Covering likely both area's + more, vs 2 maps splitting missions and campaign missions between the 2.
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