Starfield Steam Beta Version Introduces AMD FSR 3 Support

Discussion in 'Frontpage news' started by Hilbert Hagedoorn, Feb 7, 2024.

  1. H83

    H83 Ancient Guru

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    I still haven`t played the game but surely there`s (plenty) of room for improvement, there are many things that can be changed without a new engine.

    The big question is how much is Bethesda is invested in game considering the long run...
     
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  2. CPC_RedDawn

    CPC_RedDawn Ancient Guru

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    its not even an exaggeration.

    Load game >>> loading screen
    Standing on ship, exit ship >>>> loading screen
    speak to npc for quest, enter ship >>> loading screen
    take off into orbit >>>> loading screen
    set course for quest marker >>>> loading screen
    scan planet, set course for marker on planet >>>> loading screen
    landing animation, exit ship >>>> loading screen
    walk around barren planet collect resources for quest, enter ship >>> loading screen

    Rinse and repeat to get back to turn quest in to npc..............
     
  3. H83

    H83 Ancient Guru

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    That sounds fun...
     
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  4. Alessio1989

    Alessio1989 Ancient Guru

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    yes it's full of loading screens. at least those before loading the game can be bypassed with some mods (search them on nexus)
     

  5. dudus2072

    dudus2072 Member

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    This game won't help you anymore. Even if my Vega ran this game at 300 fps, I wouldn't want to play it anyway
     
  6. Loobyluggs

    Loobyluggs Ancient Guru

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    *cracks knuckles and sits down at the keyboard, just as the jukebox plays "The Only Thing They Fear Is You" (Mick Gordon).

    Hold my beer...

    // SM4

    // Define the input structure for the vertex shader
    struct VS_INPUT {
    float4 pos : POSITION; // Vertex position
    float4 color : COLOR; // Vertex color
    };

    // Define the output structure for the pixel shader
    struct PS_INPUT {
    float4 pos : SV_POSITION; // Pixel position
    float4 color : COLOR; // Pixel color
    };

    // Define the constant buffer for the model-view-projection matrix
    cbuffer ConstantBuffer : register(b0) {
    float4x4 mvp; // Model-View-Projection matrix
    };

    // Vertex shader function
    PS_INPUT VS(VS_INPUT input) {
    PS_INPUT output = (PS_INPUT)0;
    output.pos =
    mul(mvp, input.pos); // Transform vertex position using the MVP matrix
    output.color = input.color; // Pass through vertex color
    return output;
    }

    // Pixel shader function
    float4 PS(PS_INPUT input) : SV_Target {
    return input.color; // Output the pixel color
    }

    // SM6.7

    // Define the payload structure for ray tracing
    struct RayPayload {
    float3 color; // Color of the ray
    float t; // Ray parameter
    };

    // Define the hit information structure
    struct HitInfo {
    float t : SV_RayT; // Ray parameter at the hit point
    };

    // Ray generation shader
    [shader("raygeneration")] void RayGen() {
    uint2 LaunchIndex = DispatchRaysIndex();
    uint2 LaunchDimensions = DispatchRaysDimensions();

    float2 screenSpace = (float2(LaunchIndex) + 0.5f) / float2(LaunchDimensions);
    float3 rayOrigin = float3(0, 0, -1); // Ray origin
    float3 rayDirection = float3(2 * screenSpace - 1, 1); // Ray direction

    RayPayload payload = {float3(0, 0, 0), Infinity}; // Initialize the payload
    TraceRay(SceneBVH, RAY_FLAG_NONE, 0xFF, 0, 1, 0, rayOrigin, 0.01f,
    rayDirection, Infinity, payload); // Trace the ray
    DispatchRaysOutput().color = payload.color; // Output the ray color
    }

    // Closest hit shader
    [shader("closesthit")] void ClosestHit(inout RayPayload payload,
    HitInfo hitInfo) {
    payload.t = hitInfo.t; // Update the ray parameter in the payload
    float distance = length(
    WorldRayOrigin() - WorldHitPosition()); // Calculate the distance between
    // the ray origin and hit position
    float intensity = rsqrt(
    distance); // Calculate the intensity based on the distance multiplied by
    // Carmack's Reverse Square Root wave function
    payload.color = float3(1, 1, 1) * intensity *
    abs(dot(NormalizeWorldRayDirection(),
    WorldHitNormal())); // Calculate the final color
    }

    // Miss shader
    [shader("miss")] void Miss(inout RayPayload payload) {
    payload.color = float3(0, 0, 1); // Set the background color in case of a miss
    }

    SM4 code conversion time to SM6.7, including asking github copilot to include the completely unnecessary inverse square root of John Carmack, and to add raytracing.

    About 30 seconds.

    You CAN update your shaders, I know this because I just did it - what has always bothered me about BGS and, in particular Starefield, is that Microsoft are Microsoft, and they let this unoptimised junk out the door and BGS forbade them to interfere? Or did Microsoft see the pre-release versions and sign it off?

    Someone a Microsoft screwed up, or, BGS had some kind of a deal wherein Microsoft would publish the game, regardless of its condition and, it using Windows Vista-era shader language.

    I do not think TH cared in the slightest and reminds me of that line from Platoon about the guy who "You just knew he was the kind of guy that would come out of this war without a scratch on them".

    In any case, shader language is not the only problem this game had, it is just a red flag the engine was retrofitted, yet, held onto it's shader code because the damn shader code would require a recompile. In addition, shaders are capable and can be used for other stuff such as:

    1. General Purpose GPU Programming (GPGPU): With the advent of Compute Shaders (introduced in SM5.0), the GPU can be used for more than just graphics rendering. It can be used for any task that can benefit from parallel processing such as physics simulations, machine learning, image processing, and more.

    2. Signal and Image Processing: Shaders can be used to apply effects to images or videos in real-time. This includes blurring, edge detection, color correction, and more.

    3. Scientific Simulations: The parallel processing capabilities of GPUs can be used to speed up scientific simulations. This includes simulations of fluid dynamics, particle systems, and more.

    4. Game Logic: Some game logic that can be parallelized, such as AI or physics, can be offloaded to the GPU using compute shaders.

    SM and HLSL are powerful tools, they are best suited for tasks that can be broken down into parallel operations.

    What I'm driving at is there is every chance their shader code has its grubby mits on code not related to graphics, and ipso-facto; changing the shader code for the graphics might screw up more than just shaders you can see, especially game logic (if I am not mistaken, FO76 had it's game speed ticked to the frame time clock, allowing people to run really quickly) what is worse is that I hear that NOT EVEN THE MODDING COMMUNITY have an interest in modding the game any more, because the game is so weak and so "boring". ( I can find a quote if you give me a few days to remember where I read this, possibly their own modding page, or, nexusmods, not sure).

    in any case, rant over, was really playing with github copilot a lot lately.
     
    Last edited: Feb 9, 2024
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  7. Odarnok

    Odarnok Active Member

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    I see many playstation users in this thread...
    Starfield is a marvelous and fun game, the best game ever made by Bethesda.
    You can "play" Helldivers 2 or the GPU Killer, TLOU Part One and its 10 hours' shaders compilation.
     
  8. AuerX

    AuerX Ancient Guru

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    Pretty cool someone thinks so.
     
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  9. Neo Cyrus

    Neo Cyrus Ancient Guru

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    Lmao, yep I feel the same... wait, you were being sarcastic, right?

    Amazing how AMD manages to introduce FSR3 only to games no one who's actually into PC gaming gives a frack about. All 3 of them. This Bethesda abomination, some game I forgot, and that crappy empty ugly one with an unsufferable strawberry/"girlboss" ESG character which caused the entire studio to shut down it was such a giant flop.

    I imagine it's actually decent situationally considering AFMF is something I've liked enough that I've reverted to beta drivers to have access to it while using Vulkan which is espicially useful for emulation. There's a game I bought in 2000-procreating-9, but never played because it was so bad on the PS3, I'm tired of waiting so I'm emulating it now using a brute force method and make it smooth enough to tolerate by running it at 1/3rd faster speed by setting it to 40 fps instead of 30, then doubling that to 80 with AFMF. It adds an insane 38ms extra lag, but considering it's an RPG and 40 to 80 are a world apart even with the artifacts caused by the interpolation, it's still a much better experience.

    TL;DR - Frame gen, even brute force interpolation has situational uses where it's great. Too bad AMD keeps putting FSR3 in trash that no one cares about.
     
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  10. AuerX

    AuerX Ancient Guru

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    Amen
     

  11. H83

    H83 Ancient Guru

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    That`s cool and all but i think you should send that to Bethesda and not to me.

    And who knows, maybe they will hire you!
     
  12. wavetrex

    wavetrex Ancient Guru

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    So, when will a game that is actually fun to play get* FSR3 ?

    1640209265.jpg

    (*officially)
     
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  13. RealNC

    RealNC Ancient Guru

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    Come on. Starfield isn't that bad. Yeah, it gets kinda repetitive and runs like ass, but it can still be fun if you squint a bit and also pretend you've never played a video game before.
     
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  14. Loobyluggs

    Loobyluggs Ancient Guru

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    I'd rather work for Microsoft :)
     
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  15. Celcius

    Celcius Master Guru

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    Hey, when it hits the bargain bin for $3.99 and there are 6000 mods available for it, it might be worth a shot.
     

  16. H83

    H83 Ancient Guru

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    But Bethesda needs you to save Starfield!...:D
     
  17. wavetrex

    wavetrex Ancient Guru

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    Unless a mod magically removes the loading screens... I wouldn't spend my most precious resource of my life... TIME, even if the game was 100% free.
     
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  18. CPC_RedDawn

    CPC_RedDawn Ancient Guru

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    some of the art style and some of the graphics are actually really good. I am surprised their ancient game engine can cope with all this stuff. But then again, it really can't because they need tons of loading screens, and most planets are just grid based empty maps with boundaries around them.

    This game proves that the engine is capable of some really impressive graphical effects, but on the other hand its also shows if you push it too far you become super limited.

    If it turns out ES6 is using the same engine just with "some updates" I shall be extremely worried for that project. They should just pack it in and move to the new IDTECH8 engine
     
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  19. Undying

    Undying Ancient Guru

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    All you guys complaining about loading screens did you ever try Star Citizen and its totally immersive experience without one loading screen? :p
     
  20. AuerX

    AuerX Ancient Guru

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    I think I'd rather eat rusty nails.
     

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