Okay then, but it still works. It is still hard to claim that Half-Life Alyx runs bad or looks bad. I can only judge from my perspective as a customer. Why do we use these weird, wonky, hacky solutions for deferred rendering if the other one can look just as good, run as good, but doesn’t need any of these workarounds?
I didn’t claim it doesn’t work. I claimed there’s a reason out of hundreds of releases, you have a singular example of a forward renderer.
Which means TAA will keep being a problem, so my remark that DLSS is miles ahead applies to pretty much all games, even if once in a blue moon you find an exception.
There’s a reason you had to fish for an exception to find a modern game with a forward rendering engine.
FWIW it’s more than an exception IMHO it’s one of the very best game I played in my life. It’s more than a game, it’s an experience. I was in City 17.
Okay then, but it still works. It is still hard to claim that Half-Life Alyx runs bad or looks bad. I can only judge from my perspective as a customer. Why do we use these weird, wonky, hacky solutions for deferred rendering if the other one can look just as good, run as good, but doesn’t need any of these workarounds?
I didn’t claim it doesn’t work. I claimed there’s a reason out of hundreds of releases, you have a singular example of a forward renderer.
Which means TAA will keep being a problem, so my remark that DLSS is miles ahead applies to pretty much all games, even if once in a blue moon you find an exception.