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During DLSS 5 Hands-On Video, YouTube creator Hot Hardware asked Nvidia employees this question about the computational cost of DLSS 5 when you move around in the game and it really caught my eye on how they hesitated on showing any DLSS 5 footage during motion. Every time that...

210,606 просмотров • 6 месяцев назад •via X (Twitter)

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🚨 CN PLAYERS ARE ALREADY EXPERIMENTING WITH DLSS 5 IN NTE. This is NOT the official NTE DLSS 5 release, so keep that in mind. Some CN players have been testing an unofficial pre-release DLSS 5 build on RTX 50 Series GPUs, and the results are honestly fascinating. 👀 The biggest difference isn't just sharper graphics. DLSS 5 can dramatically change how the game renders: ✅ Skin ✅ Hair ✅ Materials ✅ Lighting ✅ Shadows ✅ Fabric ✅ Character depth In some scenes NTE starts looking MUCH more realistic. But it definitely isn't perfect yet. Players are also reporting: ⚠️ Characters looking too realistic or "plastic" ⚠️ Stronger AI-reconstructed appearance in shadows ⚠️ Visual artifacts ⚠️ Occasional instability ⚠️ Extremely heavy GPU requirements And that's important because this experimental version has NOT been properly optimized or adapted for NTE yet. The finished version could look very different. What makes this especially interesting is that NTE is already OFFICIALLY confirmed to receive DLSS 5 later. So I'm not looking at these tests as "this is what NTE will look like." I'm looking at them as a very early glimpse of what this technology could potentially do once Hotta and NVIDIA properly integrate it. And THAT has me extremely curious. 🔥 Would you want NTE characters to become more realistic like this, or should Hotta preserve the current anime look as much as possible? #NTE #NevernessToEverness #NTEネバエバ #NTECreator

FroGGy🐸

124,188 просмотров • 1 месяц назад

You might have seen some posts that Highguard runs at a fake in-game resolution, but its not exactly what you think. Steam User Captain_SmellyRat noticed this issue first by pointing out that if you set render scale at 100%,the game would still show 80% of the resolution in DLSS hud UI. So If you're playing at 1080p, the internal resolution would be 864p and If you don't change the default render scale (which seems to be always set to 75%) the final resolution would be 648p. However it turns out that the in-game resolution is changed in value directly from post-processing settings that you set. Post-processing quality settings would change the internal resolution as follows: Low - 80% of in-game resolution Medium - 90% of in-game resolution High - 100% of in-game resolution If you're playing at high settings, you will not notice the game looking blurry, but if you play at medium or low settings, the game will look extremely blurry even though you think you're playing at 1080p or 4k. I find it weird that post-processing quality directly affects the internal game resolution, but if you're playing the game and it looks blurry to you, make sure you set the post processing quality to high. Whenever this was intentional or not to achieve a higher FPS, I don't exactly know. However, I still think the developers should have clarified what each settings affects the game, which in this case here it directly affects the resolution.

NikTek

20,832 просмотров • 8 месяцев назад