DLSS2FSR (CyberFSR)

Discussion in 'Videocards - NVIDIA GeForce Drivers Section' started by NoLikes, Sep 28, 2022.

  1. Martigen

    Martigen Master Guru

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    I just noticed that PotatoOfDoom has an FSR2.1 version of the mod -- https://www.nexusmods.com/cyberpunk2077/mods/3001
    Is yours compiled against the FSR2.0 or FSR2.1 version?
     
  2. NoLikes

    NoLikes Member Guru

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    On the DX12 side it's compiled with 2.1.1 changes but the native FSR1 on Cyberpunk 2077 seems to use a lower balanced tier preset by default. FSR1 and FSR2 doesn't seems to output any comparable result as the preset scale is different.
    With the past released games at mine disposal in general where FSR1 is not even an option, instead of nothing, this type of implementation of FSR2 seems a much more consistent experience on 900/1000 series.
     
    Last edited: Oct 5, 2022
  3. XantaX

    XantaX Master Guru

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    Where is CAS stand for,I really don't now, and where can i find it ? :)
     
  4. Terepin

    Terepin Guest

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    Contrast Adaptive Sharpening. It's part of AMD's FidelityFX suite. You can use it via ReShade.
     
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  5. horion2323

    horion2323 New Member

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    dlss3 : nvngx_dlssg.dll
     
  6. Diogo Nunes

    Diogo Nunes Guest

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    Where is your DLL? am i missing something
     
  7. Krteq

    Krteq Maha Guru

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  8. RealNC

    RealNC Ancient Guru

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    The only game I tested this with was RDR2. I didn't disable signature enforcement and it still worked fine. Is signature enforcement game dependent? Some games need it disabled and some don't?
     
  9. P_G19

    P_G19 Member

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    I think it used ASI Loader? not sure though.
    CyberFSR was updated to FSR2.2 today and results look promising.
     
  10. RealNC

    RealNC Ancient Guru

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    Ah, right. It comes with "NVNGX_Loader.asi".
     

  11. NoLikes

    NoLikes Member Guru

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  12. freeman94

    freeman94 Master Guru

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    Does IT work with other games that are dlss?
    I want to use fsr over dlss in bf2042 on my 1070
    Will IT work, anyone tested?
     
  13. NoLikes

    NoLikes Member Guru

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    Work for me on some older title without FSR2 support.
    I do not recommend to use modified files with online gaming.
     
  14. CPC_RedDawn

    CPC_RedDawn Ancient Guru

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    This thread is funny, reminds me of the days when modders found out how to run PhysX on ATI/AMD GPU's and some people even ran Nvidia for their main GPU and then an ATI/AMD one as their PhysX card.
     
  15. Astyanax

    Astyanax Ancient Guru

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    AMD cards could not be run as a physx processor
     
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  16. NoLikes

    NoLikes Member Guru

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    The library uses FSR 2.1.2 for the actual result.
     
    Last edited: Apr 5, 2023
  17. janos666

    janos666 Ancient Guru

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    Haha! You won't believe this but I was the very first who tried this and publicized running an ATI card for graphics and an nV card as a PhysX accelerator. I only played one or two games in total though (like Mirror's Edge). It didn't require any modding/hacking at first (except running a leaked pre-release version of Windows 7 because Vista refused to run 2 different WDDM drivers). Later nV locked this down and then some hackers lifted the lock (that was when it became more popular).
    https://logout.hu/cikk/radeon_graphcis_nvidia_physx/teljes.html (not English but it has a date stamp from 2008)
    But Astyanax is right, you could never use an ATI/AMD card for Physics, only nV cards could do that (next to an A* card).
     
    Last edited: Apr 5, 2023
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  18. CPC_RedDawn

    CPC_RedDawn Ancient Guru

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    I stand corrected, my memory fails me.

    It was pretty fascinating at the time I remember reading about it, and I remember running some Nvidia demos on my HD7970GHz like the fairy demo.
     
  19. janos666

    janos666 Ancient Guru

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    It's said how eye-candy physics (I deliberately avoid using the "realistic" word here because 1: those Ageia demos and early few nV games weren't necessarily "all that realistic" but at least looked great [especially 10+ years ago] and 2: not every game world is meant to be realistic at all to begin with) were dumped for so long after neither the Ageia card nor nV's CUDA PhysX re-implementation was widely successful. Nowadays, some 10-15 years later, we are there in a select few games and several other games do just enough but there are still a bunch of "AAA" titles with virtually no destructible/movable objects.

    But I missed 3D audio even more. A stupid PCI card from Creative with a "potato" DSP (Audigy and X-Fi chips weren't some cutting-edge raw power-houses but low power, small silicon footprint chips) could do better 3D sound effects than what most games do on the CPU nowadays (even though the AMD SoC based game consoles have some kind of dedicated audio DSP, even from the previous gen and PC games are either GPU-bound or only CPU limited because they lack proper multi-threading and/or the utilization of "advanced" vector instructions like AVX).
     
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  20. BmB23

    BmB23 Active Member

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    all modern realtek chips support EAX 2.0 and A3D 1.0 via OpenAL, so in theory there is nothing stopping a developer from using 3D audio through this method as nearly every computer with onboard audio would support it, albeit somewhat primitive compared to the later dedicated sound cards, I think XAudio even has a software implementation of 3D audio but that of course limits you to windows and xbox. I can't say why it isn't used more. Perhaps because wvise and fmod don't support it and most games use those.
     

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