No jos tälle linajlle lähdetään, niin eipä ole ollut CP:ssä ikinä DLSS:ää, vain 2.0 ja siitä eteenpäin...
Ja:
However, in Cyberpunk 2077, the DLSS, FSR 2.1 and XeSS 1.1 upscalers are practically identical in terms of performance gain over native TAA across all resolutions. For XeSS 1.1 especially it is a quite welcome upgrade to receive improved performance gains while using the DP4a instruction set, while also producing image quality better than FSR 2.1 with essentially the same performance.
The FSR 2.1 implementation comes with noticeable compromises in image quality—in favor of performance in most sequences of the game. We spotted excessive shimmering and flickering on vegetation, tree leaves and thin steel objects; they are shimmering even when standing still and it is visible even at 4K FSR 2.1 Quality mode, which might be quite distracting for some people. Once you're switching from FSR 2.1 Quality mode to Balanced or Performance, the whole image will start to shimmer even more. The anti-aliasing quality is also inferior, as the overall image has more jagged lines in motion, especially visible behind cars while driving through the world and in vegetation. Also, in the current FSR 2.1 implementation ghosting issues are worse than both DLSS and XeSS at day time, and it is even more pronounced when there is a lack of lighting in the scene, as the FSR 2.1 image may have some black smearing behind moving objects at extreme angles.
Cyberpunk 2077 recently received its famous RT Overdrive patch with official support for Intel's Xe Super Sampling 1.1 (XeSS 1.1), NVIDIA's Deep Learning Anti-Aliasing (DLAA), and they've updated the quality of existing implementations for DLSS Super Resolution and DLSS Frame Generation. In this...
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