Stránka 78 z 78

Re: DirectX 12 - info a vše okolo

Napsal: úte 26. bře 2024, 18:14
od del42sa
Krteq píše: úte 26. bře 2024, 11:53 Hmm, takže je to framework/runtime s předimplementovaným FSR 2.2.2 jako "compatibility" default. Pochopil jsem to už správně, že?
jj, vypadá to tak.

Re: DirectX 12 - info a vše okolo

Napsal: čtv 28. bře 2024, 10:58
od del42sa
https://forum.beyond3d.com/threads/dire ... st-2334151

v podstatě je tam shrnuto vše podstatné
According to reports and slides from the GDC "DirectX State of the Union" part on DirectSR (no video available yet AFAIK), DSR's API is basically FSR's, and FSR is a default implementation. But let me clarify important points that I see misinterpreted.
I expect FSR2 to become DSR's Reference Implementation. The single choice since only FSR2 is widely portable, works in any platform Windows works and then some. I wonder how much of the FFX SDK will be part of the DSR RI (e.g. debugging tools, samples). Also Xbox GDK DSR == FSR.
What about XeSS? IMO good news. XeSS can have a bright future (I'm concerned but I hope it has), adopting DSR as its only API, deprecating their proprietary API. All other upscalers should do the same but it's much easier for Intel, reducing effort in providing a full SDK.
What about DLSS? It should continue as the dominant player, but Streamline is dead. Apparently that project didn't get any traction, was not even considered as a starting point for DSR. Microsoft just picked FSR instead. That was a strategic win by AMD for a change.
Finally, DSR will end the obsolescence problem. Games will lose ability/need to static-link or customize upscalers (or FG later). You will be able to always use latest DLSS/FSR/XeSS in every game that adopts DSR without modding. MS is extremely good at API design and evolution.

Re: DirectX 12 - info a vše okolo

Napsal: stř 29. kvě 2024, 22:16
od Krteq