Solid 10 fps gain on 3070, all 4s (roughly 30 to 40 average). Frametimes are way better too. Not getting that borderline vram warning at 8gb anymore either. Anyone know how to get a r.TSR.History.ScreenPercentage=200 equivalent with DLSS?
Which setting in the "GameUserSettings.ini" is controlling it though??? Because I don't see anything that is specific to TSR or DLSS. I can't use the DLSS function anyway mind you. But controlling the TSR quality could be interesting. Or does it just auto select and quality is just controlled by the "sg.ResolutionQuality" setting?
Done up a video with some settings at 4K showing about 50% increase over DLSS performance mode with TSR setting at 100% in DLSS build. Upscaling is not perfect in this Matrix Demo as of today.Play with settings. Turn off custom scaling in Windows,set to 100% for monitor resolution or DPI scaling turned on in exe compatibility mode. Matrix Awakens Demo DLSS .Setup hotkeys. [1] TSR, [2] DLSS Perf, [3] DLSS Balanced, [4] DLSS Quality GameUserSettings.ini sg.ResolutionQuality=100 sg.ViewDistanceQuality=3 sg.AntiAliasingQuality=4 - set this to 4 instead of default 3 g.ShadowQuality=3 sg.GlobalIlluminationQuality=3 sg.ReflectionQuality=3 sg.PostProcessQuality=3 sg.TextureQuality=3 sg.EffectsQuality=3 sg.FoliageQuality=3 sg.ShadingQuality=3 Engine.ini [SystemSettings] r.TSR.History.ScreenPercentage=100 r.TemporalAA.Upsampling=1 r.TemporalAA.Algorithm=1 r.ScreenPercentage=25 -Set whatever r.Tonemapper.Sharpen=1 -Change to match clarity of DLSS or at least get rid of blurry mess 4K video takes some time to process but you should be able to see the numbers when hitting hotkeys.Also seems a little crazy doing this on a demo but it can be fun I guess.
The DLSS version is crashing much more often than the other. Is it happening to you as well? Shame cause performance is far superior.
If your on an Ultrawide, you might also want to fix the fov. In the engine.ini file add this to the bottom and save. [/Script/Engine.LocalPlayer] AspectRatioAxisConstraint=AspectRatio_MaintainYFOV Stock "Fixed" Sadly this fisheye's heavily. But it's a workaround solution, versus a proper ultrawide implementation. *edit* Also just noticed that if you press "O" and goto the camera settings... it perm punches in just a little abit...
Mmmh. Weird. The other one did not crash a single time. Maybe it's because I'm using DLSS 2.3.9? Are you guys using the one the demo already had?
Temps were ok. But I had a kind of error I've never seen in the Event Log, internal parity error or something like that, caused by the CPU (event id 19). In any case it's not crashing anymore if I use the DLSS version the demo shipped with. Go figure...
Months of development, 5.1 started around October 2021 on Epic Games github UE5 main branch. Also as it's from this morning and the most up to date ue5 version, you have to expect less robustness.
I understand that. But for the demo, are there differences. Better performance or improved image quality?
Over the last five days, Nanite, Lumen, Chaos, Virtual shadow maps(VSM), MotionWarping, Soundsystem, async loading, control rig, hair rendering were all updated in some form or another. It's like that every week really. It all depends on how much into details you're looking: "Fix hair adaptive voxel size outputting invalid value when the camera…" "Fixed rough refractions to not leak accross depth differences" "Fix VSM permutation logic and use existing function" "Fix Lumen lighting fetch onto non-initialized textures when Strata ..." "Fix missing lumen reflection on Strata translucent materia" "Fixed ray tracing translucency was looking overbright when the tonem..." ... In the details, there's always a ton of changes.