| ▲ | boyter 5 hours ago | |
Chased the wrong thing. It’s the 1% lows that matter more generally. | ||
| ▲ | formerly_proven 2 hours ago | parent | next [-] | |
You will never ever get decent 1% lows in most titles, the software stack is architecturally fucked in the popular engines and can’t do it. You would need a CPU that’s literally 100x faster than today’s top models for it to be able to compile shaders on-demand within a single frame without hitching. (Or maybe it’s more accurate to say that there’s a massive gulf between what the hardware/drivers need - compiled pipeline objects built/known ahead of time - versus what game engines are doing, building pipelines on the fly on demand, surfacing new permutations frame-by-frame) | ||
| ▲ | ece 4 hours ago | parent | prev [-] | |
When getting rid of actual performance bottlenecks is too hard or costs too much, just make something up. XeSS is actually pretty great, played Talos Principle 2, a UE5 game on the Steam Deck at 800p 30fps thanks to XeSS. | ||