A list of puns related to "Dynamic Scaling"
Since Square Enix accidentaly put out a debug version of Final Fantasy VII Remake on PC with a basically non-existent graphics menu, I put together a few simple mods with which you can disable various different post-process effects in the game.
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Note: This method has become more or less obsolete. To disable all of the aforementioned effects, use the following mod to gain access to the game's config files. After that - open the Engine.ini file in a notepad and add the following lines to the bottom of it:
[SystemSettings]
r.PostProcessAAQuality=0 - disables Temporal Anti-Aliasing
r.MotionBlurQuality=0 - disables Motion Blur
r.DynamicRes.OperationMode=0 - disables Dynamic Resolution Scaling
In order to disable Depth Of Field, add all of the following lines:
r.DepthOfField.FarBlur=0
r.DepthOfFieldQuality=0
r.FastVRam.BokehDOF=0
r.FastVRam.CircleDOF=0
r.FastVRam.DOFSetup=0
r.DOF.Kernel.MaxBackgroundRadius=0.0000
r.DOF.Kernel.MaxForegroundRadius=0.0000
r.FastVRam.DOFPostfilter=0
r.FastVRam.DOFReduce=0
r.FastVRam.DOFSetup=0
For a 'light' version of TAA, add the following lines:
r.TemporalAASamples=4
r.TemporalAACurrentFrameWeight=0.45
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Keeping the mods below for historical reference.
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TAA and Dynamic Resolution Disabler:
https://drive.google.com/file/d/1awM444aosWk6QGzdZCJpIue63flPLtm0/view?usp=sharing
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TAA and Depth Of Field Disabler
https://drive.google.com/file/d/1rxD7TzIDXy5ARrwcmM5gpSiRgoRdJJny/view?usp=sharing
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Dynamic Resolution Scaling Disabler
https://drive.google.com/file/d/1lUINpxWf5J_4eoGSAbbCARamxxV6khOW/view?usp=sharing
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... keep reading on reddit β‘At one point, I noticed that after months of overclock on my 3600XT, one day opening a game the oc donβt worked, frequencies from fixed went dynamic and scaling. Iβm sure that before the frequencies were fixed as i decided, what happened? Can someone help me to fix this? The voltage stay fixed so the problem is only of frequency. I tried to enable ryzen performance profile but nothing.
It is important to keep the '918 power management patent out of negotiations & do this apart, if we can get a royalty like Qualcomm this would be very good, & there are corporations that only have 2 or 3 big patents like Stripe & are worth $150billion.
Already 10% of smartphones or tablets now use Netlist's patented LPDDR5+ Flash Dynamic Voltage & Frequency Scaling memory architecture. The highest voltage 3.3V that wasn't in LPDDR4 is for rapid downloading at 5G speeds 400Megabit/second with the LPDDR5 chip for smartphones & tablets. Also the Flash memory in this needs high voltage 2.5V for transfer from DRAM to Flash. The DVFS of LPDDR5 results in less reads & writes & speed is 50% faster than LPDDR4X the previous mobile memory generation & consumes 20% less power. This patent will rule 15 years. 3.25% on cheap phones wholesale price & 2% on expensive phones that use LPDDR5 & Flash power management with Dynamic Voltage & Frequency Scaling Netlist should ask. Patent Netlist 11,016,918 has also the exact 4 voltages of the LPDDR5 standard patented in claims: 1.8V 2.5V 1.2V & 3.3V.
https://preview.redd.it/aop07wlt62381.png?width=1920&format=png&auto=webp&s=4df03a7d1e8485d5d226d1137cfc2ed151261894
When Dynamic Resolution Scaling is on, your graphic is funky, it flickers and keeps changing and runs REALLY bad.
Take it off and many of you my have a better time
I loaded into my game today and was greeted with a blurry mess!
After playing around with the settings I found that Dynamic resolution scaling is now so aggressive it basically makes your game look like its behind frosted glass.
I believe its something to do with:
I can no longer use the scaling which means I'm losing around 20% of my FPS due to not having the best system.
is anyone else having this issue?
reading through this game's huge list of spells, I notice that a lot of them have one thing in common: upcasting results in either more possible targets or more damage and thats it. there are only a few notable and very fun exceptions. while this is nice and simple, and certainly has its place in quite a few spells, part of me wishes that some of them were a bit more interesting. are there any spells you would like to see with some crazy upcast effects, or are there any existing favorite upcast effects? for the love of god don't argue about balance.
Title. Whats the diference between the two settings? Which one is better?
As far as I can tell, DRS just lowers the resolution of specific materials/characters (resulting in a worse image for these items) and FSR renders the entire screen in a lower resolution and upscales it to your current resolution. Is that correct?
Thanks. :)
Are the devs aware of this?
If anyone is having problems with interior camera too bright, disable resolution scaling, seems bugged at the moment.
Shouldnβt there be like a slider of some sort, what fps you want to maintain? Itβs only βonβand βoffβ, and thereβs literally no difference between them.
I have a GTX 970 (yeah I know :) and I wasn't getting a good frame with Low settings.
I guessed that the dynamic resolution scale was not working even though I had enabled it in the menu. To confirm that, I queried the value in the command line and found that it was disabled.
The workaround is to use the command line to enable it. Now, I hit 60 fps consistently (~59 to 70 with OC).
Steps:
Render.DynamicResolutionScaleEnable true
https://preview.redd.it/urxwmyax3ur71.png?width=501&format=png&auto=webp&s=b155045ab752ef1677475f878935f7a39532ecc1
Notes:
Render.ResolutionScale
. I set it to 0.8 for better fps.Render.ResolutionScaleMin
to set the minimum resolution of DRS.Enjoy!
Hey, should I turn Dynamic Resolution Scaling in the visual settings off. It sounds like a strange setting that lowers resolution? Any ideas?
Currently, the Hazard Protection module will always provide a fixed amount of environmental shielding regardless of outside temperature, toxicity, radiation, etc.
In order to make planet stats and information more meaningful, the Hazard Protection drain should scale in response to the effects faced. For example, a planet with a temperature of 50ΒΊ Celsius will drain the HP slower than a planet with 100ΒΊ weather.
This could also allow multiple effects to stack. A planet may have freezing temperatures and toxic rain, both effects will be displayed on the HUD and this will increase drain on the hazard protection.
I personally have found paradise worlds that drop to -13ΒΊ at night, but still have no impact on hazard protection. This change to the Hazard Protection system can make NMS return more to its roots as a survival/exploration game, whilst making the long-untouched survival aspect more engaging and varied.
Tl;DR:
Hazard Protection should dynamically scale to current planetary hazards and statistics in order to make survival feel more varied and realistic.
Battlefield 2042 announced a PC graphics platform partner with Nvidia and will use the AI-powered performance boost of DLSS for those with certain Nvidia graphics cards. (Also includes Nvidiaβs reflex for lower latency).
AMD just recently provided Xbox developers access to their equivalent resolution-scaling software, called FidelityFX Super Resolution (FSR). With plans to roll out FSR to AMD powered PCβs as well,
Does this mean that Xbox Series X, S, and AMD graphics users on PC will not get FSR for Battlefield 2042?
Hello there! :-)
I am here because I thought something but I don't know if it's possible.
I play games at 1440x900 because I can use 75Hz instead of 60Hz (+I get decent fps) but this makes things a lot blurry since my native resolution is 1920x1080p. I recently discoverd DSR (Dynamic super resolution) and I was wondering... is there any way I can use it on a non-native resolution like the one I use to play (900p) to scale the image better and get rid of the blurry image?
I know this is not the DSR goal, what I know is: it works with my native resolution; so my real question might be... is there any way I can trick my computer to make it think my native resolution is 1440x900 and use the DSR on it?
Hello Bros,
How does the scaling work?
If my bros get nearly wiped, is it better to just start over or can I actually slowly recover and rebuild my company?
I find that some 1 skull contracts are stupidly overpowered and I just retreat then cancel it. Then others are easy as fuck.
TY in advance bros.
I honestly donβt know how I feel about multiplayer scaling. I found it to be fine in base MHW until Tempered monsters were introduced. At that point, it felt like it was a punishment to play in multiplayer because the hunts were one shot cart central and the hunts took forever and tempered investigations were limited so you had to make each hunt count and it was just easier to do them solo. That was my experience at least, your experience could have been a lot different from mine.
I donβt quite remember how it felt in Iceborne. I wanna say it was the same. Like it felt like if my friends werenβt pulling their weight, then our hunts would be frustratingly difficult and take long. But like in 4U and GU, it felt easier to carry people. The reason I specify this is because I play with friends who are kinda bad at the game or some that are like super casual so when I played with them in World and Iceborne, are hunts tended to be more on the frustrating side than fun and it happens much less so in the older games. Just recently, a buddy and I 2 man our first Old Fatalis in GU and it was awesome. But I look back on Iceborne and I remember those same friends getting one shot in my first Velkhana hunt and we couldnβt down the elder and hopping off for the night feeling frustrated. And they fought Velkhana and beat it before too.
Can anyone else relate? Do you think the multiplayer scaling is an improvement of the set scaling of old? I would love to see someone elseβs view point.
What are the switching costs for layer 2 cryptos to change platform? I.e., are there any barriers (tech, economics, knowledge, network effects, etc) that would keep a layer 1 crypto sticky. Iβm thinking things like ethereum vs cardano as an example.
Is it positive for a layer 1 cryptocurrency platform to be expensive? I.e., is there any loss of utility for a layer 2 crypto on the ethereum platform as a function of price?
I play Half-Life Alyx via Virtual Desktop on the Quest 2 at 90Hz. I used to get stutters and strange framerate drops to under 90fps very often. The framerate would drop to about 80fps (reported by fpsVR), stay there, and recover only after several seconds regardless of GPU load. Until recovery, the gameplay wasn't smooth, not even 80fps smooth but stuttery.
I found that pinning the game's "VR fidelity level" (i.e. disabling dynamic resolution scaling) to something that would never come close to saturate the GPU solves the problem. This is a known solution, and how to configure it has been described several times, for example here: https://medium.com/@petrakeas/half-life-alyx-performance-analysis-or-why-low-graphic-settings-produce-a-sharper-image-4d17fb8c19bb
And here: https://steamcommunity.com/app/546560/discussions/0/2137462524933873654/
However, I really like dynamic resolution scaling and would like to run the game with it enabled. When the graphics are otherwise configured reasonably, it makes the game look great and super crisp in most places while reducing resolution in complex scenes in order to not drop any frames. I'm getting the most of my hardware, all the time. So I wanted to get the game run smoothly with it enabled, if I could somehow.
I suspected that if I could get the game to saturate the GPU a bit less than it normally would with dynamic resolution scaling enabled, I could maybe get an even 90fps with Virtual Desktop. This because the game might, in its standard configuration, not leave enough performance headroom for other stuff on the GPU, namely Virtual Desktop's high-res high-fps video encoding. Googling didn't help, so I searched around in the game's built-in console what options I could tweak in order to do this. (A bit more info about the console here: https://prodigygamers.com/2020/03/25/half-life-alyx-how-to-enable-console-and-its-commands/). Turns out it's possible! The following options configure the algorithm that picks a fidelity level based on frame render time, here listed with their default values:
vr_fidelity_threshold_frame_percent_min 0.7
vr_
... keep reading on reddit β‘I've made a new mpv script called dynamic-bcspline and I hope some mpv users may find it useful.
My main motivation to create this was mpv-image-viewer; I was fed up with image viewers incorrectly scaling images and mpv was the perfect solution. The only problem is that correctly upscaling images has a downside but I think that my solution to this problem is a good compromise. I'm open to feedback and I hope to contribute more in the future.
Further explanation of what it does and how it works is available here: https://github.com/skaminp/mpv-scripts
PC peeps i had terrible FPS turned off this settings and i have smooth 60 or over!
seems to be a bug!
It works in certain genres like fighting games or PvP games in general, but it feels counterintuitive in games like RPGs.
It feels similar to bad power scaling in a Shounen series aka Power Inflation. While the numbers get higher and the characters technically get stronger, itβs not really worth much more.
Final Fantasy VIII is infamous for this factor as the level system actually discourages fighting as a whole. The Junction System, the true level up system in the game, doesnβt get much more complex either. In this sense, you couldβve essentially skipped to the final dungeon and did just as fine.
On the other hand, you have games like Xenoblade Chronicles which doesnβt have this. There are random encounters stronger than the final boss which can break the immersion of the narrative.
Obviously, scaling is done so that players always have access to mission/sidequest/challenge without becoming too overleveled or underleveled, but it needs to be done with care, so as not to break the immersion of the game. No one likes grinding, but that doesnβt mean that they want to avoid fighting as a whole.
Which games do you feel handle power scaling well? How did they handle it?
The "60fps dynamic 4k" mode that a lot of games are getting seems like the best way to play games on PS5.
However I'm a bit unsure what "dynamic 4k" actually entails. I understand the native resolution will vary between 2160p and some lower limit, but will this technique work in tandem with any upscaling or checkerboarding techniques to ensure a constant 4k-looking image on my monitor? If so, would there actually be any noticeable difference between dynamic and native 4k?
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