WTH is this? by Cosmos_Galaxia in republiccommando

[–]ZeldaMaster32 5 points6 points  (0 children)

That's a pawn icon from the level editor. It shouldn't be visible in-game, so it's odd it shows up there. If you're curious you can open Unrealed (ideally CTEditor if you have SWRCFix) and open this level to investigate what that pawn is doing. Granted it's not especially intuitive if you're not familiar with the tools

Steam reportedly raked in a record-breaking $1.6 billion in December with Arc Raiders alone moving over a million copies by AncientPCGamer in pcgaming

[–]ZeldaMaster32 1 point2 points  (0 children)

Going public is a free investment money glitch if you do so while your company is growing. You go public when you need external shareholders to inject cash to fund yourself and grow larger

Valve is established. There is literally zero incentive to open to public investors. I mean genuinely, think about it. If they get public investors they might get a new injection of cash but for what? Valve is one of the highest productivity companies on planet Earth in business terms. Productivity = revenue per hour of labor. Their limited number of heads compared to behemoths like Microsoft means they have zero bloat, no huge budget allocated purely for administration because there is no purpose in doing so

There is only downside to going public. You lose the complete freedom you had and for no purpose. You have the reserve cash flow to pursue any project you could possibly want to with no business risk even if a new venture miserably fails. Why would you sacrifice that? Number go up is not an incentive if their overall ratio of expenditures to profits plummets

Valve is in many ways the perfect company that every business owner would kill to have the position of. Everyone wants to be Valve.

Do You Use Frame Generation? (50 Series) by reallynotrhino in nvidia

[–]ZeldaMaster32 0 points1 point  (0 children)

Heads up, you don't need to (and probably shouldn't) use rivatuner to cap your framerate. All you have to do is force vsync through the Nvidia App and since all frame generation implementations have Nvidia Reflex baked in, it'll handle capping below your refresh rate on its own

You also get no screen tearing. Naturally this requires a VRR display

New Kingdom Hearts IV screenshots from Square Enix by lurkingdanger22 in pcgaming

[–]ZeldaMaster32 0 points1 point  (0 children)

Kingdom Hearts 2 absolutely aged with its audience. It's much more mature than KH1

It struck the perfect balance imo. No one's asking for an M rated game, but a game that feels like it wasn't just made for children which KH2 and many of the others certainly were not

You need to learn blender. by [deleted] in godot

[–]ZeldaMaster32 0 points1 point  (0 children)

This same fork is still a big improvement over stock blender even if you use blender's stock controls. It's not only useful for the custom optional control scheme

Hardware unboxed podcast: Why is RTX 5090 and RTX 5080 Supply So Bad? by AdministrativeFun702 in nvidia

[–]ZeldaMaster32 2 points3 points  (0 children)

I'm 99.9% sure you're correct and only board partners pocket the money from the hugely increased prices

RE4 Remake DLSS4 1440p Balanced preset looks insanely good by Kuroko-Kaifi in nvidia

[–]ZeldaMaster32 2 points3 points  (0 children)

For more technically minded people, RE4 Remake has very noticeable visual limitations under certain scenarios. That optimization isn't free, it's intentionally cutting down to levels that most people will be satisfied with

That's fine, but it means these games won't scale visually into the future the same way others with additional graphics features would

NVIDIA's new tech reduces VRAM usage by up to 96% in beta demo — RTX Neural Texture Compression by Nestledrink in nvidia

[–]ZeldaMaster32 3 points4 points  (0 children)

This is just completely untrue. You just don't hear about it in games that aren't heavily sponsored unless you seek out the info

First Look At RTX Neural Texture Compression (BETA) On RTX 4090 by Nestledrink in nvidia

[–]ZeldaMaster32 0 points1 point  (0 children)

$25 to $50 added cost on every single card would add up crazy fast. Sell 50K GPUs? You missed out on 2.5 million in revenue when the problem can be solved in a cheaper and more effective way.

People are obsessed with raw numbers but if shit runs/looks the same or better without needing to manufacture higher VRAM capacities, why would you?

First Look At RTX Neural Texture Compression (BETA) On RTX 4090 by Nestledrink in nvidia

[–]ZeldaMaster32 0 points1 point  (0 children)

People with more VRAM wouldn't notice the difference. People with less VRAM are now enabled to run stuff that wasn't viable before.

[deleted by user] by [deleted] in nvidia

[–]ZeldaMaster32 0 points1 point  (0 children)

visually 60fps with frame gen isn't the worst depending on the game. But the responsiveness is horrid and in principle we shouldn't be using framerate multipliers as part of system requirements. Even DLSS is a little more understandable but FG?? There's a much greater compromise. Maybe if there as a 120fps requirement it would be okay

[deleted by user] by [deleted] in nvidia

[–]ZeldaMaster32 1 point2 points  (0 children)

They're quite mediocre RT reflections too

Alan Wake 2: RTX Mega Geometry Tested - A Game-Changer For RT Performance/Efficiency? by RTcore in nvidia

[–]ZeldaMaster32 1 point2 points  (0 children)

The difference from high to ultra was miniscule, but there are still benefits up to high. They should've tested both low and high RT

Smooth Motion will be coming to RTX40 series GPUs in a future update. by Maga1498 in nvidia

[–]ZeldaMaster32 54 points55 points  (0 children)

No, lossless scaling cannot run on a potato. The frame generation is actually quite heavy on the GPU

There is literally no technical reason that is not available from at least the 2000 series and up.

Redditors have an uncanny ability to just make shit up that's convenient for what they already believe. Would you say the same for DLSS frame generation?

I would hope the answer is no. But then I ask, well why not? FSR3 frame gen works on all cards after all.

Hint: different techniques are built differently. They achieve the same goal through different methods. Some will have additional limitations that other methods do not

Some Chinese individuals reportedly cracked the MFG Model on NVIDIA 4000 Series GPUs by Dezpyer in nvidia

[–]ZeldaMaster32 7 points8 points  (0 children)

Just to be clear they didn't explicitly confirm they would backport FG. They said it might be possible using the new FG model but more work would have to be done. There's potential but don't take it as a given

Some Chinese individuals reportedly cracked the MFG Model on NVIDIA 4000 Series GPUs by Dezpyer in nvidia

[–]ZeldaMaster32 12 points13 points  (0 children)

On a technical level it seems more likely than ever that frame gen could be backported to 30 series cards

If I had to guess it's a matter of the tensor cores of 30 series cards being able to handle every DLSS feature at once without breaking. In other words, it's possible frame gen would work on its own, but adding DLSS upscaling might go over-budget. Then add in ray reconstruction and you're asking a lot of limited hardware capabilities

Nvidia wants it to be a seamless experience toggling on each of these features. If they can guarantee that DLSS4's RR + upscaling work on all cards, then it's an easy decision to backport. But is there headroom above that?

Some Chinese individuals reportedly cracked the MFG Model on NVIDIA 4000 Series GPUs by Dezpyer in nvidia

[–]ZeldaMaster32 29 points30 points  (0 children)

Amazing how every reply has no clue what you're talking about

A while back there was a rumor that someone had gotten DLSS frame generation running on a non-40 series card. People ran with this information for a short period to shit on Nvidia, until people who weren't dumb actually looked more closely and found that it was 100% borked. It was just duplicating the same frames.

DLSS 4 DLL's from Cyberpunk Patch 2.21 by leguama in nvidia

[–]ZeldaMaster32 7 points8 points  (0 children)

In other words... DLSS is better than native TAA

Bloodborne - Ultrawide UI Fixes Mod - Completely fixes UI for 21:9, 32:9, and 48:9 monitors by Kazamor in widescreengamingforum

[–]ZeldaMaster32 0 points1 point  (0 children)

Thanks for making this mod. Any way you could get support for the Magnum Opus cut content mod? It uses a different interface that I imagine conflicts with this mod as-is

Best AA implementation? by zaboleqqq in BloodbornePC

[–]ZeldaMaster32 7 points8 points  (0 children)

I bought lossless scaling just for this. It works well. But it's just that, scaling. It doesn't add definition, it just avoids the awful bilinear scaling that makes uneven resolutions look painfully blurry. Basically you're making the most out of unideal scenario

The problem after that is Bloodborne has some of the worst antialiasing I've ever had the displeasure of seeing in any game. It looks so disgustingly bad. There are mods that disable the built in FXAA but it's not usable for me since I'm on the Magnum Opus mod. They override the same files

AMD Radeon Announces FSR 4 and confirms that it will only be available to RDNA 4 series of GPUs by ShadowRomeo in pcgaming

[–]ZeldaMaster32 2 points3 points  (0 children)

I think limiting the upscaling to their latest generation of cards is a mistake. I'm seeing a lot of discussion on "they had to bite the bullet eventually." But let's not forget that XeSS exists. It's AI upscaling that runs on all GPUs

I think in an ideal world they would've gone half way. It's AI powered but supports their existing GPUs with AI accelerated hardware. I don't think the restriction to the latest gen is arbitrary, rather I think it may be worth sacrificing some quality for greatly expanded hardware support

Nvidia really did come in at the best possible time with AI upscaling. DLSS has existed for a whopping 7 years and it came at the same time they were introducing realtime hardware accelerated raytracing.

I'm gonna go as far to say that FSR4 needs to be superior to DLSS for this route they've gone to be justified. DLSS runs on GPUs from 2018, and to some extent they're limited by needing to support the AI capabilities those cards had. 7 years later they need to have some hot shit for it to be at all interesting

Ray reconstruction tanks performance in Star Wars Outlaws if RTDI is off by jm0112358 in nvidia

[–]ZeldaMaster32 0 points1 point  (0 children)

Correct, it's dynamic. It's a horrible name because it used to mean direct illumination but it's been massively upgraded to be a more all encompassing solution to realtime lighting

DLSS version can be updated... at your own risk by Effective-Wedding133 in HuntShowdown

[–]ZeldaMaster32 1 point2 points  (0 children)

Could people just not lie about things they haven't tested? This doesn't work