racofer
Thread Incliner
Unbelievable new technical achievement for Bethesda.
Is that with a max strength build? Little Todd there defying gravity.
Unbelievable new technical achievement for Bethesda.
For those retards that think I'm wrong about texture size=/=texture resolution.
Standard Texture Sizes
Most graphics hardware requires that your texture images always be a size that is a power of two in each dimension. That means you can use any of the following choices for a texture size: 1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048, or so on (but unless you have a really high-end card, you’ll probably need to stop there).
The textures don’t usually have to be square: they don’t have to have the same size in both dimensions. But each dimension does usually have to be a power of two. So 64 × 128 is all right, for instance, or 512 × 32, or 256 × 256. But you can’t make a texture image that is 200 × 200 pixels, since 200 isn’t a power of two.
By default, Panda3D will automatically rescale any texture image down to the nearest smaller power of two when you read it from disk, so you usually don’t have to think about this–but your application will load faster if you scale your textures properly in the first place.
If you would like Panda3D to rescale your images up to the next larger power of two instead of down to the next smaller power of two, use:
https://docs.panda3d.org/1.10/python/programming/texturing/choosing-a-texture-size
https://gamedev.stackexchange.com/questions/64106/best-practices-of-texture-size
Texture size is the resolution of the texture and is in a power of 2.
You're talking about different things.
Texture resolution is different from render resolution, which is what upscalers change, they don't touch texture resolution. Render resolution refers to the numbers of pixels rendered and displayed on the the screen. A game rendered at 4K has to render 8,294,400 pixels, using fsr/dlss you can render the image at 1080p (2,073,600 pixels) and upscaling the resulting frame to 4k.
What you link there refers to mipmaps and texel density, things that have nothing to do with upscaling.
Mipmaps dynamically change the resolution of a texture based on camera distance(it's used so that you don't render a 4k texture on an object 500m away, where you can't see the difference), and texel density is used as a measurement to ensure that all your texture have a cohesive look between them (in terms of texture resolution).
https://forums.tomshardware.com/threads/question-about-dlss-please.3754174/#post-22637923
https://www.digitaltrends.com/compu...ed-to-know-about-nvidias-rtx-dlss-technology/
https://github.com/NVIDIA/DLSS/blob/main/doc/DLSS_Programming_Guide_Release.pdf
https://learn.microsoft.com/en-us/windows/win32/direct3d9/texture-filtering-with-mipmaps
https://en.wikipedia.org/wiki/Mipmap
https://blog.imaginationtech.com/wh...ing-mipmapping-in-your-graphics-applications/
https://www.beyondextent.com/deep-dives/deepdive-texeldensity#:~:text=Texel density (also referred to,meter (256px/m)
https://www.artstation.com/artwork/qbOqP
Unbelievable new technical achievement for Bethesda.
Is that with a max strength build? Little Todd there defying gravity.
Do you know what the R and P in RPG stand for? Just curious.That's because he's a genuine example of someone who's into "roleplaying".>doesn't explore planets
>hasn't finished the game's 15-hour main story, which he claims to be focusing on, despite playing for 2 weeks
>10/10 great gaem!
Sounds like a Bethesduh game reviewer alright.
Unbelievable new technical achievement for Bethesda.
lol. Is this seriously the ending?25 years in the making
Unbelievable new technical achievement for Bethesda.
Unbelievable new technical achievement for Bethesda.
Holy fuck, like, who the fuck expected Bethpizda to do that. What's next, working ladders?
By the way, I didn't see a single white NPC. Pure Negros. Is this future earth?
Based Todd giving the old era ending in a video game.25 years in the making
And this is the ending scene:
Rick and Morty ending lmaoAnd this is the ending scene:
Texture resolution and screen resolution are completely independent. Texture resolution is controlled by your ingame texture settings not the resolution you play at.For those retards that think I'm wrong about texture size=/=texture resolution.
Standard Texture Sizes
Most graphics hardware requires that your texture images always be a size that is a power of two in each dimension. That means you can use any of the following choices for a texture size: 1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048, or so on (but unless you have a really high-end card, you’ll probably need to stop there).
The textures don’t usually have to be square: they don’t have to have the same size in both dimensions. But each dimension does usually have to be a power of two. So 64 × 128 is all right, for instance, or 512 × 32, or 256 × 256. But you can’t make a texture image that is 200 × 200 pixels, since 200 isn’t a power of two.
By default, Panda3D will automatically rescale any texture image down to the nearest smaller power of two when you read it from disk, so you usually don’t have to think about this–but your application will load faster if you scale your textures properly in the first place.
If you would like Panda3D to rescale your images up to the next larger power of two instead of down to the next smaller power of two, use:
https://docs.panda3d.org/1.10/python/programming/texturing/choosing-a-texture-size
https://gamedev.stackexchange.com/questions/64106/best-practices-of-texture-size
Texture size is the resolution of the texture and is in a power of 2.
You're talking about different things.
Texture resolution is different from render resolution, which is what upscalers change, they don't touch texture resolution. Render resolution refers to the numbers of pixels rendered and displayed on the the screen. A game rendered at 4K has to render 8,294,400 pixels, using fsr/dlss you can render the image at 1080p (2,073,600 pixels) and upscaling the resulting frame to 4k.
What you link there refers to mipmaps and texel density, things that have nothing to do with upscaling.
Mipmaps dynamically change the resolution of a texture based on camera distance(it's used so that you don't render a 4k texture on an object 500m away, where you can't see the difference), and texel density is used as a measurement to ensure that all your texture have a cohesive look between them (in terms of texture resolution).
https://forums.tomshardware.com/threads/question-about-dlss-please.3754174/#post-22637923
https://www.digitaltrends.com/compu...ed-to-know-about-nvidias-rtx-dlss-technology/
https://github.com/NVIDIA/DLSS/blob/main/doc/DLSS_Programming_Guide_Release.pdf
https://learn.microsoft.com/en-us/windows/win32/direct3d9/texture-filtering-with-mipmaps
https://en.wikipedia.org/wiki/Mipmap
https://blog.imaginationtech.com/wh...ing-mipmapping-in-your-graphics-applications/
https://www.beyondextent.com/deep-dives/deepdive-texeldensity#:~:text=Texel density (also referred to,meter (256px/m)
https://www.artstation.com/artwork/qbOqP
Those lower frame resolutions use lower resolution textures. The ones that they use for the object textures are what was present in early 2000s games.
You're looking at the macro and I'm talking about the micro. I understand how frame generation and upscaling works.
Neither one of us is wrong here.
Unbelievable new technical achievement for Bethesda.
Holy fuck, like, who the fuck expected Bethpizda to do that. What's next, working ladders?
By the way, I didn't see a single white NPC. Pure Negros. Is this future earth?
All of their pre-release advertisement is 90% negroid and homo/lesbian. Most NPC's appear to be negro or mutt. Yes, that is what Bethesda envisions as the future. If that were true, then I don't think we would be in outer space.
Was there any benefit of fully building a settlement in FO4? Or its just pure autism?
Texture resolution and screen resolution are completely independent. Texture resolution is controlled by your ingame texture settings not the resolution you play at.
Just google does texture resolution depend on screen resolution and you'll find 100s of threads that will explain that. I linked the DLSS docs, please show where it talks about changing the texture resolution.
Todd was really inspired by No Man’s Sky. Holy sheeeeit.25 years in the making
And this is the ending scene:
Nah, you're 100% wrong and have no idea what you're talking about.For those retards that think I'm wrong about texture size=/=texture resolution.
Standard Texture Sizes
Most graphics hardware requires that your texture images always be a size that is a power of two in each dimension. That means you can use any of the following choices for a texture size: 1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048, or so on (but unless you have a really high-end card, you’ll probably need to stop there).
The textures don’t usually have to be square: they don’t have to have the same size in both dimensions. But each dimension does usually have to be a power of two. So 64 × 128 is all right, for instance, or 512 × 32, or 256 × 256. But you can’t make a texture image that is 200 × 200 pixels, since 200 isn’t a power of two.
By default, Panda3D will automatically rescale any texture image down to the nearest smaller power of two when you read it from disk, so you usually don’t have to think about this–but your application will load faster if you scale your textures properly in the first place.
If you would like Panda3D to rescale your images up to the next larger power of two instead of down to the next smaller power of two, use:
https://docs.panda3d.org/1.10/python/programming/texturing/choosing-a-texture-size
https://gamedev.stackexchange.com/questions/64106/best-practices-of-texture-size
Texture size is the resolution of the texture and is in a power of 2.
You're talking about different things.
Texture resolution is different from render resolution, which is what upscalers change, they don't touch texture resolution. Render resolution refers to the numbers of pixels rendered and displayed on the the screen. A game rendered at 4K has to render 8,294,400 pixels, using fsr/dlss you can render the image at 1080p (2,073,600 pixels) and upscaling the resulting frame to 4k.
What you link there refers to mipmaps and texel density, things that have nothing to do with upscaling.
Mipmaps dynamically change the resolution of a texture based on camera distance(it's used so that you don't render a 4k texture on an object 500m away, where you can't see the difference), and texel density is used as a measurement to ensure that all your texture have a cohesive look between them (in terms of texture resolution).
https://forums.tomshardware.com/threads/question-about-dlss-please.3754174/#post-22637923
https://www.digitaltrends.com/compu...ed-to-know-about-nvidias-rtx-dlss-technology/
https://github.com/NVIDIA/DLSS/blob/main/doc/DLSS_Programming_Guide_Release.pdf
https://learn.microsoft.com/en-us/windows/win32/direct3d9/texture-filtering-with-mipmaps
https://en.wikipedia.org/wiki/Mipmap
https://blog.imaginationtech.com/wh...ing-mipmapping-in-your-graphics-applications/
https://www.beyondextent.com/deep-dives/deepdive-texeldensity#:~:text=Texel density (also referred to,meter (256px/m)
https://www.artstation.com/artwork/qbOqP
Those lower frame resolutions use lower resolution textures. The ones that they use for the object textures are what was present in early 2000s games.
You're looking at the macro and I'm talking about the micro. I understand how frame generation and upscaling works.
Neither one of us is wrong here.
Texture resolution and screen resolution are completely independent. Texture resolution is controlled by your ingame texture settings not the resolution you play at.
Just google does texture resolution depend on screen resolution and you'll find 100s of threads that will explain that. I linked the DLSS docs, please show where it talks about changing the texture resolution.
You are not a learning animal. I said that they aren't linked, except for in the case of actual generation of the screen resolution that is then upscaled. You are now creating a strawman to argue with.
If you can actually point to where I said that texture resolution is the same as screen resolution let me know. Otherwise shut the fuck up and sit down. I'm tired of retards like you that run your mouth without actually listening.
Do you even know how graphic cards fucking work? Of course not because you're a fucking retard and can't argue with what I actually said ya stupid git.
Then link some docs cause I haven't read anywhere of fsr/dlss doing that.I said that they aren't linked, except for in the case of actual generation of the screen resolution that is then upscaled.