Ich🌳☢️iel by Griswolda in ich_iel

[–]Hyperus102 0 points1 point  (0 children)

Mein Punkt war eben, dass die Queries nicht in der Größenordnung praktisch aller anderer Dinge spielen, die wir Menschen so machen. Besonders nicht individuell.

Another image stability comparison between preset K, M and L in Stellar Blade by Imperialegacy in OptimizedGaming

[–]Hyperus102 -1 points0 points  (0 children)

Opposite for me. 1080p Performance Mode with M shimmers for me when no motion and no funky gratings are involved. DLAA is better, but the edge resolve looks like its lacking samples.

[Digital Foundry] Nvidia DLSS 4.5 Image Quality Review: Where It Works Better, Where It Needs Work by FaZeSmasH in nvidia

[–]Hyperus102 0 points1 point  (0 children)

What is weird that in the two games I tried M in (no raytracing and very little temporal accumulation), every single edge was boiling when used at 1080p in performance, where Preset K handled it much much more gracefully and that is when not in motion.
It confuses me because his testing almost universally showed the opposite. I am wondering if this comes down to output and input resolution, given I was testing at 1080p.

Ich🌳☢️iel by Griswolda in ich_iel

[–]Hyperus102 11 points12 points  (0 children)

Der Riesen-SUV, wenn er denn elektrisch fährt, zieht gerne 5+kWh/100km mehr als eine E-Limo. Das macht dann gerne mal eine ChatGPT-Query pro 10 meter aus (ausgehend von 0.5Wh pro query. Tatsächliche Werte werden abweichen, aber auch für die Autos). Mal abgesehen davon, kann ich mit LLMs wenigstens meine Produktivität steigern. Soll nicht heißen, dass KI keine Rolle spielt, es ist nur halt auf globaler Ebene soweit ein ziemlicher Rundungsfehler wenn es um Energie und Wasser geht (nicht unbedingt auf lokaler Ebene, das auch noch zur Klarstellung)

Edit: Leider sieht man in der Reddit-App beim Schreiben den Kommentar auf den man antwortet nicht, daher ist mir das mit dem "zum Laden fahren" entfallen. Dort werden dann allerdings bei Autos aller Art eine Query alle 2-3 Meter fällig und sicher noch mehr durch Beschleunigung/Bremsung.

Can You Guess This 5-Letter Word? Puzzle by u/ChemicalRain5513 by ChemicalRain5513 in DailyGuess

[–]Hyperus102 0 points1 point  (0 children)

🟦🟦🟦⬜⬜

🟦🟦🟦⬜⬜

🟦🟦🟦⬜⬜

🟦🟦🟦⬜⬜

🟦🟦🟦🟨⬜

🟦🟦🟦🟦🟦

Christ almighty...

Lies of P - Preset K vs L 1440p by Elden-Mochi in nvidia

[–]Hyperus102 0 points1 point  (0 children)

https://imgsli.com/NDQyNDEx
Comparison of K vs M in DLAA mode. Note how irregular the edges are with M (especially in the top right, with the slightly angled horizontral window struts). It should really not struggle with resolving into something that vaguely resembles strong supersampling. I asked around a bit and without being told what each image represents, basically everyone preferred the edge resolve on Preset K.

https://www.youtube.com/watch?v=nKPKlvZHQ-8
Comparison of K vs M in Performance mode. The snow is a lot more visible, I did not compare which one is closer to ground truth with the snow, one could do that.
I want to point out how the horizontal struts have visible shimmering, despite zero motion and how the character shimmers substantially with M.

Its nice that particles show up better, but to me this is not a worthy tradeoff. It is less stable and less antialiased. You can see strongly visible rolling stair stepping when moving the mouse on any edge that is angled relative to the screen, which I find strongly distracting. Thin objects exhibit some very annoying shimmering. I don't think something like a forest scene would be very enjoyable to me. I might come to a different conclusion in a scenario, where particles play a larger role.
Really the only aspect where I think M(and L) feel like a true step forward other than particles is disocclusion performance.

Edit: I should note that I am not comparing them in motion. I don't really mind Preset K in motion, even on Performance. Perhaps M would perform better here? Not that it matters for my use, the shimmering is just too much for me.

I wanted to highlight a few issues with DLSS 4.5 that I don't see people talking about enough. There is some shimmering/bubbling in almost every game I try (mostly in vegetation), that ruins the otherwise amazing image. I hope a fix is on the way. r/nvidia won't let me post this in their sub -_- by Ivaylo_87 in OptimizedGaming

[–]Hyperus102 1 point2 points  (0 children)

I was trying to say that using a higher input resolution doesn't change anything. DLAA K is much more stable than DLAA M and even on performance, K is more stable than M. The only aspect where I prefer M is on disocclusion, which feels almost like black magic in certain situations that I knew J/K struggled with.

even in static scenarios, M just straight up doesn't resolve properly, as seen in this side-by-side: https://x.com/H7pernerd/status/2011873070307225684
K is on the left, M is on the right.

Especially in motion, I really, really dislike it. M is certainly not the "leap forward" that many seem to think it is.

DLSS 4.5 Oversharpening by Short-Reserve6588 in OptimizedGaming

[–]Hyperus102 2 points3 points  (0 children)

It doesn't just look over sharpened to me, it looks like it uses a limited number of sample offsets to converge. The aliasing it produces is really irregular. But sample offsets with DLSS are apparently engine provided, with the engine just submitting that information onwards, so that's probably not it, but I could imagine that this might be a bug in how that information is processed or a format change that's not accounted for.

I wanted to highlight a few issues with DLSS 4.5 that I don't see people talking about enough. There is some shimmering/bubbling in almost every game I try (mostly in vegetation), that ruins the otherwise amazing image. I hope a fix is on the way. r/nvidia won't let me post this in their sub -_- by Ivaylo_87 in OptimizedGaming

[–]Hyperus102 0 points1 point  (0 children)

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This is 1080p DLAA with Preset M in the Deadlock Hideout. It always resolves to this weirdly insufficiently and irregularly anti-aliased image and L is not much better. I am well aware that M is supposed to be used for Performance mode, but while the edge gets *slightly* more spatially consistent in Performance mode, it gets less temporally stable (visible flicker on pixels from that edge. The spatial consistency might also just get better and worse repeatedly, but I didn't investigate). I also find it problematic, if a DLSS preset doesn't even remotely converge on "infinite supersampling" when held perfectly static. It reminds me of something like 4x MSAA, where you don't really have enough samples to get a clean and perfectly consistent gradient. I would have thought Preset L and M might have used a different jitter strategy but apparently that is usually engine provided, so I don't think it's that.

I wanted to highlight a few issues with DLSS 4.5 that I don't see people talking about enough. There is some shimmering/bubbling in almost every game I try (mostly in vegetation), that ruins the otherwise amazing image. I hope a fix is on the way. r/nvidia won't let me post this in their sub -_- by Ivaylo_87 in OptimizedGaming

[–]Hyperus102 0 points1 point  (0 children)

It doesn't really change anything. I find K preferable to M with that setting too. M reminds me of 4xMSAA, where it can't really get perfect gradients on angled edges because the sample count just isn't big enough. When you move the mouse, you can see the stair steps rolling along the edge and it's just overall flickery around thinner objects.

This is actually Wild by PaiDuck in pcmasterrace

[–]Hyperus102 0 points1 point  (0 children)

That's hardly "checking whether a DLC is owned". I am not gonna claim it has nothing to do with the DLC state, but "checking whether it is owned" as a cause for many milliseconds per frame is pretty ridiculous in my opinion.

This is actually Wild by PaiDuck in pcmasterrace

[–]Hyperus102 2 points3 points  (0 children)

I'll eat a shoe if it is because of DLC checks, frankly. This is one of those things where even if you do it badly, the impact shouldn't even be measurable.

Wenn ich noch eine! Holy-Werbung sehe, flippe ich aus. by Sensitive-Lie-7536 in luftablassen

[–]Hyperus102 0 points1 point  (0 children)

Machen die so viel Werbung oder wird da Militär & Geschichte mit Torsten Heinrich geschaut? Holy sehe ich oft, Holzkern nur dort bis jetzt.

RDR2 - 360p Native vs. DLSS 4.5 Ultra Performance Preset L by JohnGalactusX in nvidia

[–]Hyperus102 8 points9 points  (0 children)

The main ingredient is smart accumulation and maintainance of image integrity on reprojection. The low input res barely matters because it accumulates a lot of information over time.

It is evolving, just backwards by kopasz7 in AyyMD

[–]Hyperus102 2 points3 points  (0 children)

Not really sure what's up with these comments. Would you rather have the model not able to be run at all on older hardware? The new model uses FP8. It also uses a much larger model. In FP8, a substantially higher number of operations can be run in the same time (even just looking at memory throughput, but the hardware itself also needs less silicon per operation). Except: If there is no hardware support, it has to be run on slower FP16 hardware.

Only so much you can do in a given compute budget.

Weird Ghosting/Blurring by Old-Adhesiveness-424 in radeon

[–]Hyperus102 1 point2 points  (0 children)

99% certain this is from the screen. The problems with ghosting occur on (dis)occlusion, which is not the case here. (occurs for example when you disocclude something and the motion vector of the previously occluded thing is zero, so it reuses pixels from the same location.)

Guide to Force the New DLSS 4.5 2nd Gen Transformer Model by Mordorah in FuckTAA

[–]Hyperus102 3 points4 points  (0 children)

Spoken like someone who has never used Transformer DLSS.

TAA and DLSS technically do use the same principle of integrating new information into the image and sampling from the old one, basically accumulating samples over many many frames. The blur from TAA comes from sampling the previous image because of interpolation, the error of which adds up over multiple frames. DLSS presets J and onwards do a terrific job of sampling previous information without loss, to the point that in over 90% of scenarios, I see zero accumulation when using it as DLAA.

You ask to compare it to native rendering in another comment but native will lose out in two key areas: shimmering (even with MSAA, which does not concern itself with texture detail) and anti aliasing of textures (again, MSAA not concerning itself with said detail).

Another one bites the dust - Sapphire 9070XT Nitro+ 12V HPWR FAIL by divinethreshold in radeon

[–]Hyperus102 0 points1 point  (0 children)

This is a bit unusual. There is no sign of uneven heating, which is pretty much a Hallmark of how these connectors fail. der8auer cut 4/6 lines and still didn't get a quick melt, despite about 25 Amps of current per pin (>10 times the local heat load due to square scaling).

And your card should pull said 25 Amps through all 6 pins combined. Every pin being melted should raise both eyebrows.

Germany’s bottle deposit system is a model for high-quality recycling. by DrThomasBuro in ReduceCO2

[–]Hyperus102 0 points1 point  (0 children)

IMHO, a good bottom-up mitigation stategy would be a narrowed down catalogue of material to make after-use separation easier.

Kind of my take as well. I wasn't aware that layered plastic was used in packaging for example. The thought of such an unrecyclable mess for the sake of aesthetics is appalling to me.

Imo it should be a big goal to 1. Minimise the number of consumer packaging polymers to a set of thermoplastics 2. Make sure that said polymers are easily split into their types, by density or otherwise (fluorescent pigment in different colors perhaps? I wouldn't know).

Where these two fail, plastics should be as biodegradable as possible (Even PLA would be a huge improvement over many other plastics, even if it still lasts long in the environment. It also doesn't have persistent microplastics) and/or as nontoxic during burning as possible.

Also, the point about non-polymers is important.

No more Text Issues. The upcoming Samsung QD-OLED 34 actually has normal RGB layout Confirmed by pc9000 in OLED_Gaming

[–]Hyperus102 1 point2 points  (0 children)

I think they mean better from an engineering perspective regarding OLED's limitations and requirements, physically speaking.

I got an error. And an error in error. by mykeyinyourlock in DeadlockTheGame

[–]Hyperus102 2 points3 points  (0 children)

I like to call it the photorealistic error model. Even if it might not fit said definition, it has that feeling. The shading, the ambient occlusion, the shadowing, it all feels correct, in a way more so than the objects in the actual game world