![]() ![]() XeSS comes with three upscaling kernels that are optimized for various architectures. 1080p is a bit different, as XeSS has more ghosting on small objects such as falling leaves or walking NPCs at long distance. Overall, XeSS handles ghosting similarly to DLSS at 1440p resolution and above. Also, there are some differences in how XeSS deals with ghosting in comparison to DLSS. With XeSS it appears to look pixelated in motion, which can be distracting. The second-most-noticeable difference is the hair rendering. These issues with jittery water puddles are visible even at 4K XeSS Quality mode, and the lower internal resolution you are using, the more visible this issue will become. With XeSS they appear with a noticeable reduction in the resolution of the puddles and also look very jittery, which may be very distracting for some people. One of the most noticeable differences in image quality between XeSS and DLSS is how water puddles render. Compared to DLSS, XeSS image quality is very close to what DLSS can output, with some differences in temporal stability. All of these issues with the in-game TAA solution were resolved with XeSS. The in-game TAA solution has a very blurry overall image across all resolutions except 4K, and very poor rendering of small object detail-tree leaves or fishing nets, for example. If you have been playing the game in DirectX 11 mode, DirectX 12 has to be enabled in order to utilize XeSS.Ĭompared to native TAA, the XeSS image quality is a very noticeable upgrade across all resolutions. What's also important to note, Shadow of the Tomb Raider has an option to launch the game in either DirectX 11 or DirectX 12 mode, and XeSS only supports the DirectX 12 API in this game. However, you can still enable AMD FidelityFX CAS when TAA is enabled, and for our testing we disabled AMD FidelityFX CAS for TAA. ConclusionIn Shadow of the Tomb Raider, none of the anti-aliasing and upscaling solutions are using sharpening filters in the render path. ![]()
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