Search Results
6/28/2025, 3:59:28 PM
>>713892725
Native resolutions produce exactly the same problem because of TAA. The thing you're whining about with DLSS has literally been a staple of 3D rendering for the last near-decade because of TAA.
Also the newest DLSS model does not have this issue.
Native resolutions produce exactly the same problem because of TAA. The thing you're whining about with DLSS has literally been a staple of 3D rendering for the last near-decade because of TAA.
Also the newest DLSS model does not have this issue.
6/13/2025, 12:20:41 PM
>>712527216
>Literally impossible. Not how either of the tech works. Gtfo
And yet it's true. DLSS4 and FSR4 even at 50% scale have better motion clarity than standard rendering does. Your premise is flawed because it's predicated on the mistake that standard rendering is flawless, it's not. Standard rendering in 99% of modern games comes with TAA, which is primitive and limited compared to DLSS4 and FSR4.
>Literally impossible. Not how either of the tech works. Gtfo
And yet it's true. DLSS4 and FSR4 even at 50% scale have better motion clarity than standard rendering does. Your premise is flawed because it's predicated on the mistake that standard rendering is flawless, it's not. Standard rendering in 99% of modern games comes with TAA, which is primitive and limited compared to DLSS4 and FSR4.
Page 1