How did we get here?

  • Contramuffin@lemmy.world
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    9 months ago

    I’ll be completely honest, that’s probably the coldest take someone can make about recent tech that I’ve seen, and it’s being presented as a hot take.

    Virtually everyone prefers native, almost aggressively so. That being said, I think there’s important nuance that’s missing in most talks about upscaling. In my testing, my experience of blurring and smearing with upscaling/frame gen seems to be hugely dependent on pixel density. If you get a really dense screen, then upscaling, in my experience at least, becomes virtually undetectable even at 1080p.

    • HSR🏴‍☠️@lemmy.dbzer0.comOP
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      9 months ago

      probably the coldest take someone can make about recent tech that I’ve seen, and it’s being presented as a hot take

      That’s exactly what the “we have you surrounded” meme template conveys (at least according to my understanding): a popular opinion, but ironically presented as a fringe opinion.

      So no, this isn’t really intended this as a “hot take”, there seems to be a decent amount of people who dislike TAA for example. I’m pointing out a trend in the industry, that devs are using temporal or upscaling tools to make the game run/look better, and GPU vendors support those tools to squeeze out the most fps from their cards. At this point TAA is the standard AA method and is integral to how some games are rendered, and upscaling is advertised as basically free* performance. Unfortunately, by its nature, all this temporal tech doesn’t work too well at low framerates and resolutions, a scenario where it would be very useful.

      I would agree that most artifacts and the softening effects of upscaling will be less visible on higher density screens, or when you’re sitting further away from a screen. Unless your TAA/upscaling implementation is absolutely botched, in which case it will always looks garbage, but that’s not really the fault of a specific technology.