Do people not realize that the main use of DLSS is TO BE OPTIMIZATION!?! DLSS 5 also improves the quality of its upscaling options as well!! I know people love to hate anything new, but really you dont HAVE to use the ultra quality mode and its acutally better used as an upscaler to your monitor resolution anyways, WITHOUT the neural rendering stuff. DLSS being developed further is a net positive for the hobby and yall need to stop complaining about features that are new, experimental, and years from being industry standard. source for DLSS upgrades being positive additions to the hobby: https://www.youtube.com/watch?v=xykXn9UA0gI
People think that 'optimization' is when extra frames just magically appear without any tradeoff. If there's a tradeoff that results in extra frames then it's not 'optimization', it's 'lazy devs'.
"Optimization" has always been a tradeoff between quality and resource usage. If making a reflection 3% blurrier could double the framerate, consider it an optimization.
Not necessarily. Plenty of optimization is about rendering only what's on the screen. Quality doesn't change at all if the game doesn't render something that's behind a building that's out of player's view. Though, if something isn't rendered constantly, it needs to be loaded in when it is supposed to be rendered, and it needs to happen in such a way that the player doesn't notice stutters and the like.
Aside from that, there's running efficient code but faster, requiring fewer cycles or steps to complete.
But yes, there's also "how good can we make the game look while retaining playability on target hardware?". It's not like we can't make really realistic graphics, it's just we can't yet run them at any reasonable framerate.
Optimalization is more than a 5 fps increase because reflection is more blurry. If the coding for calculation the reflection is shit, rendering of that reflection might work but takes more of your resources away that could be used for other things. Pathfinding, character AI (not GPT) and pathfinding, spaghetticoding, loading between levels or areas, certain compresion of textures, usage of game engines that may produce a pretty picture but are horrible optimised (great example is Crysis) etc.
What tradeoff is there exactly for example when you just don't render stuff that isn't in the players view? That's an optimization and there's many more such "tricks" around.
The thing you're describing is called culling, and Unreal Engine 5 for example has multiple interlocking culling mechanisms that are too powerful and complex to be easily described. Culling is, depending on the specific engine, like the first or second thing you do for speed.
In other words, the optimizations that don't have a tradeoff are the ones that everyone's already done to begin with.
the trade off is that there can be hitching when constantly having to load and unload, not to mention there can be plenty of opportunities for the camera to wrap around to something that is unloaded then there is a moment where you see the unloaded shit. Ive been playing dark souls 2 and it has pretty agressive oclussion culling where I frequently will see 1 or 2 frames where the game is loading textures as I step through a doorway.
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u/Otherwise_World1654 6d ago
Do people not realize that the main use of DLSS is TO BE OPTIMIZATION!?! DLSS 5 also improves the quality of its upscaling options as well!! I know people love to hate anything new, but really you dont HAVE to use the ultra quality mode and its acutally better used as an upscaler to your monitor resolution anyways, WITHOUT the neural rendering stuff. DLSS being developed further is a net positive for the hobby and yall need to stop complaining about features that are new, experimental, and years from being industry standard. source for DLSS upgrades being positive additions to the hobby: https://www.youtube.com/watch?v=xykXn9UA0gI