Otherwise_Direction7@monyet.cc to 196@lemmy.blahaj.zone · edit-27 months agoWhat are the games that popped into your mind when it comes to this rule?monyet.ccimagemessage-square33fedilinkarrow-up1149arrow-down10
arrow-up1149arrow-down1imageWhat are the games that popped into your mind when it comes to this rule?monyet.ccOtherwise_Direction7@monyet.cc to 196@lemmy.blahaj.zone · edit-27 months agomessage-square33fedilink
minus-squareElectroLisa@lemmy.blahaj.zonelinkfedilinkarrow-up5·7 months agoGrounded, The Finals, Hunt: Showdown, Rainbow Six Siege, Quantum Break, Cyberpunk 2077 and basically every game featuring DLSS
minus-squareLinkOpensChest.wav@lemmy.blahaj.zonelinkfedilinkarrow-up3·7 months agoThey can both reduce aliasing, I guess? But they’re completely different things. And moreover, I’m struggling to understand what either has to do with the post.
minus-squaredaellat@lemmy.worldlinkfedilinkarrow-up1·7 months agoA lot actually. The T in TAA stands for temporal. DLSS uses temporal information too. Not sure if they’re in the same spot in the render pipeline though.
Grounded, The Finals, Hunt: Showdown, Rainbow Six Siege, Quantum Break, Cyberpunk 2077 and basically every game featuring DLSS
What does DLSS have to do with TAA?
They can both reduce aliasing, I guess? But they’re completely different things.
And moreover, I’m struggling to understand what either has to do with the post.
A lot actually. The T in TAA stands for temporal. DLSS uses temporal information too. Not sure if they’re in the same spot in the render pipeline though.