this post was submitted on 10 Sep 2023
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I don't think we know.
Makes me wonder of the dev team is on a much-needed vacation or if they only run nvidia gpus. lol
The game runs better on AMD, and Bethesda partnered with AMD in some way for this PC release.
Does it run better by not rendering light emitting objects?
That's one way to improve performance
Perhaps. Who needs stars anyway?
All GPUs perform equally well the same at ray tracing when there are no rays to trace
That really just means AMD gave them a lot of money, and they just made sure FSR2 worked. lol
#include "fsr2.h"
Ok, can we have the monies please?
I've got a 7900XTX Ultra, and FSR2 does literally nothing, which is hilarious.
100% resolution scale, 128 FPS.
75% resolution scale .. 128 FPS.
50% resolution scale, looking like underwater potatoes ... 128 FPS.
I don't know how it's possible to make an engine this way, it seems CPU-bound and I'm lucky that I upgraded my CPU not too long ago, I'm outperforming my friend who has an RTX 4090 in literally all scenes, indoor, ship, and outdoor/planet.
He struggles to break 70 FPS on 1080p Ultra, meanwhile I'm doing 4K Ultra.
Creation Engine has always been cpu-bound since gamebryo era.
I have noticed it's better anti-aliasing than the forced TAA (once I forced it off)
Some of the benchmarks definitely pointed out that it was CPU bound in many areas (eg. the cities).
I think the HUB one mentioned that some of the forested planets were much more GPU bound and better for testing.
I'm on a tv so capped at 60fps, but I do see a power usage difference with FSR - 75% vs FSR- 100% that's pretty substantial on my 7900xt.