If it indeed looks better than HDR 10 I agree, but does it? Last year I initially thought DV looked way better in Psychonauts 2, Destroy all Humans and many more games, until sometime later I decided to directly compare it to HDR 10 and in all cases it was either identical or HDR10 actually looked better.
The thing is something like HDR10 or DV looking better is subjective, I myself donāt think DV is that much better, but itās the convenience of DV that gives it an advantage, because we wouldnāt have to mess around with the picture to get what is considered the best picture quality. But then personal taste come into play, maybe the way DV darkened a scene or brought out the brightness in something is not to our liking? then we would have to mess with the settings to make it look more like how we would prefer it to look.
They have better facial tech, powered by a company that uses machine learning for transforming the muscles given whatās being said by the actor.
Funny enough, NT licensed this same tech before Unity acquired and integrated on HB2 (which is my current creme de la creme when it comes to rendering realistic people)
Oh I totally agree with you. If something looks good to me, whether itās āproperā or as AV pros would say āthe way it should beā doesnāt matter to me, I go for what I think looks best. If I could just keep DV on and never have to look back Iād do that in a heartbeat, because I really dislike having to tinker too much with settings, I tend to spend way too much time on it while I could have been playing the game.
But sadly there are several games that just look worse with it like Halo, but also FH5 when I tested it, although maybe that could be TV settings related since Dolby Vision Game picture mode is a different mode than HDR Game of course. But a few other games where it just didnāt look right, sadly. So for now Iāve decided to just keep DV for gaming off.
I often really donāt like how devs have chosen to make certain parts of a game overly bright or I should say make pitch black areas (or that should be pitch black)dark grey, especially in HDR mode, whereas in SDR itās fine or at least much better. The RE remakes looked grey in areas where it should look black, poorly lit areas should not look grey but they sure did on my C9. Devs decision, but not always a good one.
VRR raising black levels a little also doesnāt help, but itās a feature I canāt disable, I can but I absolutely donāt want to.
Agree that this looks better than anything shown on UE5. Currently the demo uses a 4D capture but they are working to convert the animation to Ziva. Iām curious on how the Ziva version will compare to the 4D capture.
Ziva can also be used in UE5, assuming Unity holds whatever deals are in place.
Edit:
Sadly DV support was broken last I saw in Halo. Not sure if itās been fixed since then. Considering the gamma issue is still present in the game, Iām guessing itās best to stick with HDR 10 for now in Halo.
The video below does a decent job showing the differences between DV and HDR 10 in games. You basically trade a bit of peak brightness for more accurate highlights.
Also I donāt recall reading anything about it but the video below kind of implies Gears has been updated to support DV?
Iām sure everyone will have their own unique opinion but I personally believe it is better looking than any human in any other engine Iāve seen.
I didnāt have time to investigate what sort of hardware that is running on, so Iām curious about the feasibility of seeing such fidelity on the new consoles. Even with a drop in certain settings the overall look will still hold up as looking realistic.
This is going to be an unpopular opinion but while I thought the Hellblade 2 demo had characters that looked pretty realistic I think it was a lacking in the ultrafine detail that weāre seeing in other next-gen titles. But my point is that it didnāt need those details to look photorealistic. As such this demo could have a drop in certain details and still look very convincing and better than most games.
This demo does run on a 3090 at 30fps though, the UE5 demo we saw was running on a PS5 I think.
Wow, they got no time at all to finish this game from their SE slave drivers.
Indeed. Itās insane that common mobs are that large for geometry alone and are over a million triangles. Some boss characters are over 90 Meg with nearly 2 million triangles. Crazy.
Itās like they thought they were using UE5 and it would automatically scaleā¦
They have dynamic resolution scaling, donāt they? So it gets even more ridiculous. GPU buckles under insane geometry load => game reduces resolution => now the same insane geometry fights for even less pixels.
I havenāt watched any GDC videos yet, but will try to get to them soon.
Optimizing IO Performance with DirectStorage on Windows
Create more immersive and detailed gaming environments while reducing load times with DirectStorage. The latest IO technology is now publicly available on PC for the first time. Learn how to integrate the API and use PIX on Windows to profile your DirectStorage-enabled games.
AMD FidelityFX Super Resolution 2.0 GDC 2022 Annou⦠- AMD Community
FSR 2.0 confirmed for Xbox specifically as part of GDK.
Sony apparently confirmed that VRR is coming to PS5, long overdue, better late than never I guess.
With some DF comparison videos we used to give the nod to XSX since it was the only one that offers VRR, but once that update comes out that wonāt be the case. In the case of Elden Ring for example you could say that PS5 will be the definitive version since it already has the edge in resolution and framerate, as small as it may be, but soon also VRR.
Whatās also gonna be funny and I guarantee itāll happen, all of a sudden VRR will be extremely important, whereas the narrative first wasā¦who cares, nobody has a VRR capable TV.
Really hope to see this being used for games rather sooner than later.
Though for gamers, we do not have a timeline today of when you can expect to see any Xbox games with FSR 2.0.
Weāll just have to wait and see.
Even without the VRR feature, majority of the games have been better on Xbox SX - Although the differences are marginal in a lot of cases.
Also, it is still not known how well VRR functions on PS5.
Most of this copied from a post at B3D (thanks Remij) about DirectStorage and how SE uses it
At 1:53 it shows multiple DirectStorage comparisons on PC using different drives. Loading in just:
1st example
- 1.9s on an NVMe SSD
- 4s on a SATA SSD
- 21.5s on an HDD
2nd example
- 1.7s NVMe SSD
- 3.2s SATA SSD
- 19.9s HDD
Pretty impressive. I wonder what the speed is on the ps5 with its dedicated decompression vs pc directstorage. I would imagine about the same, maybe slightly faster.
Theres no GPU decompression available via DirectStorage on PC, yet. Thatās set to be available sometime later. So this might just be timings of reading in the data only, or it might include CPU time to decompress. Iām not sure exactly what they measured here.
Seems like itās including cpu decompression based on the graphs
Which ultra fine detail would you say HB2 is lacking?
Genuinely asking, because I honestly think itās the other way around, senha model in HB 2 thereās details I havenāt seen being matched on other real time demos yet.
The Series S is about to get a big upgrade, some games now hit 900p on Series S at the lower end of DRS so if they throw on Balanced mode FSR2 they can render at 900p but output at 1440p with the upscaling, or even use performance mode and try hit 1080p then upscale to 4k which would be crazy.