If the devs wont do it can someone on the internet find a fix for the shitty dlss shimmer. every game with dlss issues has a mod to fix it, so if the devs wont someone should. Or at least if anyone has found a dlss modification thats universal, that fixes it
Comparison if the reflections get fixed by someone, officially or unofficially, DLSS will almost look identical to DLAA in most cases. I honestly cant tell a different apart from some moire artifacting on some surfaces and distant details.
edit: okay so i didnt believe it at first but turns out mismatched cubemap is the cause for shimmer and blur, not only the mismatch itself.
it is dlss, i seemingly cant post 2 images on one post but if i could i would. with dlaa the reflections are real nice. Havent tried TAA, but XeSS and FSR just make it... blurry. But thats it. DLSS - shimmer XeSS and FSR - blurry, -20fps compared to DLSS TAA - untested DLAA - clean, nice, sexy, awooga, zoowee mama
but no matter what, as pointed out at 5:30 of DigitalFoundry's video about gowr, the cubemap reflections do not allign with the screenspace ones.
Yep, you basically know the core issue, it's not about DLSS, but the cubemap reflection is basically was very bad and devs haven't fixed it yet. DLSS made it worse because it uses the same cubemap error info to upscale, not it's fault. DLAA basically fix the issue because it doesn't need to upscale at all, just anti-aliasing only.
If you use TAA it will still show that cube map error
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if the reflections get fixed by someone, officially or unofficially, DLSS will almost look identical to DLAA in most cases. I honestly cant tell a different apart from some moire artifacting on some surfaces and distant details.
edit: okay so i didnt believe it at first but turns out mismatched cubemap is the cause for shimmer and blur, not only the mismatch itself.
DLSS - shimmer
XeSS and FSR - blurry, -20fps compared to DLSS
TAA - untested
DLAA - clean, nice, sexy, awooga, zoowee mama
but no matter what, as pointed out at 5:30 of DigitalFoundry's video about gowr, the cubemap reflections do not allign with the screenspace ones.
DLSS made it worse because it uses the same cubemap error info to upscale, not it's fault. DLAA basically fix the issue because it doesn't need to upscale at all, just anti-aliasing only.
If you use TAA it will still show that cube map error