Ai upscaling FROM 540p to 1080p is gonna be so bad. Upscaling is dependent on a decent original image, but if it's a low res blurry image then there isn't much *to* upscale.
If you check how god of war upscales and what are the actual resolutions on steamdeck using FSR you will realise this is not entirely true. It can also vary depending if a game is realistic graphics or more of cartoon/anime aesthetic. If anyone can produce better results right now, it’s Nvidia. However the hardest part to achieve is quadruple upscaling on 1080p to 4K and loon presentable. The smaller screen will compliment the results.
@@MadaoAU The tech is not optimized for what it's trying to be used for. We have yet to hit that technological breakthrough. But companies like Nvidia don't care that we haven't reached that point yet, they would rather sell the lie of innovation instead of waiting for it to happen. A good example is RTX, do you need RTX to enjoy a Zelda Game? There are so many games that don't need it, artistically, but somehow it is now a standard. I'd rather have backed lighting with a 100 FPS than RTX for no added value, other than the value of maybe a reflection in a reflection. Who cares... You're not thinking of the smearing either that upscaling introduces. If I ever upscale, I only use integer upscaling for this reason.
We will never reach this point. There is no way to go from less information to more which upscaling tries to do. It's mathematically impossible. It will always be a blurry mess with random hallucinations.
I think you are confusing things mate, it’s just upscaling, and consoles use already dynamic resolution which can be a blurry mess when games are too heavy (look at final fantasy 16 on base ps5). Upscaling using the neural network should help things look less blurry. Either way the technology already works, but x4 upscaling is extreme. There are games that run on current switch at such lower resolutions, the “blurry image” is perception of each person. This technology will help the games be better if the developers think it would be playable this way. Doesn’t mean all games gonna be using this or even at x4.
Why do they need it? The Switch is already massively more successful than any of its competitors, and it was underpowered from the start. Graphical fidelity keeps being touted as this hyper critical element because companies want to convince us it is, and yet here we are.
This is not really for the first party games, as even the switch 1 games do amazing in my opinion because the art style carries hard. This is mostly for two reasons 1) able to push 60 fps more regularly 2) third party developer support They want to make developers life easier to support the console for longer.
The idea is that there is the claim that the Series S weaker graphic capabilities are holding back the “next gen”. If that claim is true Nintendo doesn’t want to go into the “next next gen” being weaker than the series S.
Also, the game sizes are not because of asset size of things like textures but very very shit asset compression and data management. I know they won't fix it, because they won't stop using Unreal Engine. It is too convenient. It might just be the industry standards that are holding the games back?
Normally I would agree with your line of thinking for PS4/5 games that are on BR discs. But the Cartridges is the "part of the problem" here, so they have to find work arounds. I wouldn't say this is specifically UE5 issue, but a lot of Western developers see optimisation of size as a secondary thing that they don't want to do. They prefer to provide partial install of things because it takes less time (but I don't think that will work on switch 2)
Carry? Not likely. Unless you are buying it with some sort of performance expectation in mind, and the last time they had an edge in terms of performance was when the Nintendo 64 was announced.
First party always gonna look amazing on the console, all this stuff is for longevity of third party support, battery life stability and there is a chance this will also help for some developers to reduce the size of the games. Upscaling is not really about the graphics.
Ai upscaling FROM 540p to 1080p is gonna be so bad.
Upscaling is dependent on a decent original image, but if it's a low res blurry image then there isn't much *to* upscale.
If you check how god of war upscales and what are the actual resolutions on steamdeck using FSR you will realise this is not entirely true. It can also vary depending if a game is realistic graphics or more of cartoon/anime aesthetic.
If anyone can produce better results right now, it’s Nvidia. However the hardest part to achieve is quadruple upscaling on 1080p to 4K and loon presentable. The smaller screen will compliment the results.
@@MadaoAU The tech is not optimized for what it's trying to be used for. We have yet to hit that technological breakthrough.
But companies like Nvidia don't care that we haven't reached that point yet, they would rather sell the lie of innovation instead of waiting for it to happen.
A good example is RTX, do you need RTX to enjoy a Zelda Game? There are so many games that don't need it, artistically, but somehow it is now a standard.
I'd rather have backed lighting with a 100 FPS than RTX for no added value, other than the value of maybe a reflection in a reflection. Who cares...
You're not thinking of the smearing either that upscaling introduces. If I ever upscale, I only use integer upscaling for this reason.
I'm pretty sure there's switch games now that render at 540 P resolution
We will never reach this point. There is no way to go from less information to more which upscaling tries to do. It's mathematically impossible. It will always be a blurry mess with random hallucinations.
I think you are confusing things mate, it’s just upscaling, and consoles use already dynamic resolution which can be a blurry mess when games are too heavy (look at final fantasy 16 on base ps5). Upscaling using the neural network should help things look less blurry.
Either way the technology already works, but x4 upscaling is extreme. There are games that run on current switch at such lower resolutions, the “blurry image” is perception of each person. This technology will help the games be better if the developers think it would be playable this way. Doesn’t mean all games gonna be using this or even at x4.
Why do they need it? The Switch is already massively more successful than any of its competitors, and it was underpowered from the start. Graphical fidelity keeps being touted as this hyper critical element because companies want to convince us it is, and yet here we are.
This is not really for the first party games, as even the switch 1 games do amazing in my opinion because the art style carries hard. This is mostly for two reasons
1) able to push 60 fps more regularly
2) third party developer support
They want to make developers life easier to support the console for longer.
The idea is that there is the claim that the Series S weaker graphic capabilities are holding back the “next gen”.
If that claim is true Nintendo doesn’t want to go into the “next next gen” being weaker than the series S.
Also, the game sizes are not because of asset size of things like textures but very very shit asset compression and data management.
I know they won't fix it, because they won't stop using Unreal Engine. It is too convenient.
It might just be the industry standards that are holding the games back?
Normally I would agree with your line of thinking for PS4/5 games that are on BR discs. But the Cartridges is the "part of the problem" here, so they have to find work arounds. I wouldn't say this is specifically UE5 issue, but a lot of Western developers see optimisation of size as a secondary thing that they don't want to do. They prefer to provide partial install of things because it takes less time (but I don't think that will work on switch 2)
It'll be more like 720p - 1080p, with 60fps... minimum. And rock solid. Like a solid ps4
All we can hope for is that
I hate upscaling so much. Framegen is even worse
Unfortunately upscaling will be needed. Framegen is too early still to be considered.
*sigh*
You alright mate?
Carry? Not likely. Unless you are buying it with some sort of performance expectation in mind, and the last time they had an edge in terms of performance was when the Nintendo 64 was announced.
I meant carry as it would make it last longer for third party developers to keep porting games
I’m looking forward to SW2 but you gotta realize graphics really don’t matter that much. Most of those PS5 games are boring af
First party always gonna look amazing on the console, all this stuff is for longevity of third party support, battery life stability and there is a chance this will also help for some developers to reduce the size of the games. Upscaling is not really about the graphics.
Hopefully not
Hey alright