System requirements: Zen 3 or better: 6GB GPU (texture mod minimum): Low preset @ 1366x768: GTX 750 Ti : High preset @ 1080P: GTX 1660 Ti : Medium preset @ 4k RTX 3080 12GB.

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Add media Report RSS If you zoom in you can see the crystalline glisten above her head on rock (view original)
If you zoom in you can see the crystalline glisten above her head on rock
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RemasteredRetroPC Author
RemasteredRetroPC - - 221 comments

No tensor cores were harmed in the making of this mod. However the image you are looking at is DLDSR 5k + predication SMAA (Most of scene most of the time) + NFAA + 20% Nvidia intelligent sharpening built into DLDSR.

For this mod I have replaced my usual 32bit precision FidelityFX sharpener for several reasons. One is I can compute DLDSR AA and the sharpening pass entirely on tensor hardware which of course is getting more value out of modern hardware using brute force. Im also on a 4k display getting more rays per pixel which in theory enhances the quality of the fake bump map mostly glossy look SSR with tweaking can add to the scene. It might become more stable in motion with less shimmer. I dont really notice shimmer at 5k internal rez as the upgraded supersampling handles it well if it does exist. Needs more testing, been busy.

Sand people build up I believe reveals AI pathing drinking more CPU headroom than cycles are available with Zen 3D. Running 5k WILL increase draw call CPU overhead through the graphics driver as well as all the RT + other effects.

The super large textures add latency although the speed of the game is about twice that of maxed out id tech 4 thanks to its simpler design, and potential multithreading which OG doom 3 x86 even lacks. DG Voodoo wrapper fest might be worth it if I can on Nvidia force the graphics driver to use multithreaded DX11 API which means less CPU cycles relevant to the GPU communication to CPU eating into limited budget as it will spread that to another mostly unused second core away from the main logic resource pool.

FPS at worst case drops to 25 with all the goodies (sand people ball). Level compiles also take about 4 to 5 minutes because the game is mostly if not totally single threaded. The switch version of this game id im guessing not even using all 4 threads. Why would it need to. The game without anything interesting added to it graphically all these years later can run on a calculator today.

If microsoft or other companies step up with this localized to the machine download speed hack AI texture stuff, we can finally have next level mods like this on Playstation and so on.

im just one guy. Imagine 5$ and a studio with like 5 people for a few months who could program. Its a license to steal. Launch a new game, and go hard on the first game without my blessing. Ill concoct a formulaic method to how this was done.

All it needs is geometry bump (+Better multithreading) and some shader model 1.0 stuff thrown in for good measure and its legit. The game should get some DX8 or DX9 era pixel shaders for normal map support in very key areas. It would be a legit worthy of rerelease title.

Full blown studio rather than cheapo generic RTX support would be ideal. Why else does the PS5 have half precision silicone space optimized hardware? To sit idle in Final Fantasy VII Remake?

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