Nvidia pcss
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This technically-advanced, groundbreaking shadow technique leverages hardware features of NVIDIA GeForce GTX Series Maxwell graphics cards to create realistic geometrically-accurate hard shadows, that smoothly transition to soft shadows in real time. These shadows substantially improve upon those generated by existing techniques, including NVIDIA PCSS, to deliver the highest-quality shadows seen to date in gaming, with near-perfect contact shadowing and vastly improved screen-wide shadowing. To achieve this feat several technologies and techniques are utilized. The first and most important of these is Frustum Tracing, a form of Ray Tracing that runs far faster, yet is still highly accurate. With Conservative Rasterization errors and missed details from the faster Frustum Tracing process can be corrected, delivering a shadow that's close to the quality of one created by Ray Tracing, but at a fraction of the performance cost.
Nvidia pcss
Grand Theft Auto V needs no introduction. It's the one of the best-selling titles of all time, and the highest-rated game of the past decade. Now, the highly-anticipated, definitive PC edition has arrived, so join us as we dissect Rockstar's record-breaking open-world action game to reveal the technological treats that await amongst its many, many graphics settings. Grand Theft Auto V 's official system requirements are posted below, indicating how scalable Rockstar's action game is. At its lowest levels, it can run on a potato; at console-quality detail levels you're looking at the Recommended Specifications. At true max quality graphics, however, you'll need something far faster. These features help create the appearance of a living, breathing world, but make one-to-one comparisons and benchmarking somewhat tricky. To counteract these variations, multiple passes of each benchmark have been run, and multiple benchmark locations identified for each setting. For these, we took to Quick Saves, Director Mode and gameplay scenarios to replicate expected in-game performance, but on occasion we had to use the in-game benchmark. In an attempt to mitigate the impact of these variations, we generated a max setting baseline using ten runs of the in-game benchmark, averaged into one result. Then, to evaluate the impact of specific settings, we ran five further passes per detail level of each option, again averaging results, revealing their performance impact as accurately as possible. Again, some variance is seen, but we believe this to be the most accurate way of capturing the true impact of these settings. Regarding the results presented in this guide, expect to see a decrease in relative performance between detail levels on your system if you're using a previous-generation GPU. Finally, please note that while the in-game benchmark is the best way to determine the performance impact of individual settings, it isn't representative of a player's experiences during five-star action scenes and when traipsing through heavily forested areas that can crush performance. As the only reliable way for gamers to test performance, though, here's a handy tip: whatever result the benchmark gives you, halve it for a better indication of frame rates in those most intensive single-player moments, and when gaming with twenty-nine others in Grand Theft Auto Online.
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Nvidia PCSS is an algorithm that mimics the behavior of shadows in nature, progressively softening shadows as the distance from the casting object increases and reducing aliasing on the edges of the rendered shadow. You can see exactly how PCSS affects the appearance of shadows from the side-by-side picture above. The shadows cast on the car and the sidewalk below it blend into the scene naturally with PCSS enabled, whereas the shadows are jagged and stick out without the Nvidia Gameworks technology. When we benchmarked the original release of Dying Light , we concluded that the game was rather graphically demanding, with many mid-range GPUs falling below 30 fps at p with max settings. A GTX provided well above 60 fps.
This technically-advanced, groundbreaking shadow technique leverages hardware features of NVIDIA GeForce GTX Series Maxwell graphics cards to create realistic geometrically-accurate hard shadows, that smoothly transition to soft shadows in real time. These shadows substantially improve upon those generated by existing techniques, including NVIDIA PCSS, to deliver the highest-quality shadows seen to date in gaming, with near-perfect contact shadowing and vastly improved screen-wide shadowing. To achieve this feat several technologies and techniques are utilized. The first and most important of these is Frustum Tracing, a form of Ray Tracing that runs far faster, yet is still highly accurate. With Conservative Rasterization errors and missed details from the faster Frustum Tracing process can be corrected, delivering a shadow that's close to the quality of one created by Ray Tracing, but at a fraction of the performance cost. By drastically reducing this cost the technique becomes suitable for real-time, graphically-advanced games, something that can't be said for traditional Ray Tracing, which currently renders at only a few frames per second in heavily optimized, small-scale tech demos.
Nvidia pcss
Nvidia PCSS is an algorithm that mimics the behavior of shadows in nature, progressively softening shadows as the distance from the casting object increases and reducing aliasing on the edges of the rendered shadow. You can see exactly how PCSS affects the appearance of shadows from the side-by-side picture above. The shadows cast on the car and the sidewalk below it blend into the scene naturally with PCSS enabled, whereas the shadows are jagged and stick out without the Nvidia Gameworks technology. When we benchmarked the original release of Dying Light , we concluded that the game was rather graphically demanding, with many mid-range GPUs falling below 30 fps at p with max settings. A GTX provided well above 60 fps. Follow Derek Forrest on Twitter. Join the experts who read Tom's Hardware for the inside track on enthusiast PC tech news — and have for over 25 years. Modern web bloat means some pages load 21MB of data - entry-level phones can't run some simple web pages, and some sites are harder to render than PUBG.
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I heard soft shadows are best for frame rate so I use softer or softest. This is particularly evident in our first set of comparisons, where every single game element is upgraded with additional detail, and new detail is rendered on the hill beneath the Vinewood sign. Download from GeForce. Learn how with the help of GeForce Garage. Both cast shadows superior to the default options, "Softest", "Softer", "Soft", and "Sharp", but only PCSS offers a true approximation of shadows as seen in the real world. After Frustum Tracing has created a near-perfect 'hard' shadow, the shadow needs to be softened to mimic reality, where a 'hard' shadow transitions to a 'soft' shadow as the distance from the shadow caster increases. This will mask not only the loss of shadow fidelity, but also the increase in shadow aliasing when High Resolution Shadows are disabled. I'll go with soft. Normal Our final example demonstrates the impact of the various detail levels over a long, uninterrupted view. During gameplay when everything and everyone is in motion, temporal aliasing is more noticeable than edge aliasing, as it is in every other open world game.
Updates, free content drops and DLC addons extended and improved the experience, and a little over a year later developer Techland launched The Following , a full-blown expansion pack with a new landmass, vehicles, and much, much more. These new and improved shadows more accurately reflect the appearance of shadows in the real world, which soften as the distance from the shadow caster increases.
For most players then, High is the target. Distance Scaling Distance Scaling is Grand Theft Auto V 's Level of Detail option, altering the amount of detail that is rendered at any one time, and adjusting the quality of distant detail when it is initially shown. In general, expect to see effects at a slightly higher detail level, and with a few more particles when dialling up Particles Quality. Ordinarily we'd offer manual configuration recommendations, too, but in the case of Grand Theft Auto V we've found that folks rarely agree on their favorite options, and that there's a migraine-inducing number of settings configurations that affect performance and VRAM usage. If things change following the release of the official fix we'll let you know. This is particularly evident in our first set of comparisons, where every single game element is upgraded with additional detail, and new detail is rendered on the hill beneath the Vinewood sign. I heard soft shadows are best for frame rate so I use softer or softest. Performance: Between Very High and High the adjustments to Shader Quality have a minimal impact on overall fidelity, but on Normal almost all scenes are badly affected, in particular those in the city where Anisotropic Filtering no longer functions correctly. For instance, if your Population Density is at minimum, Distance Scaling will have less of an impact as there are fewer cars and civilians to render. Finally, on Normal, the quality of remaining effects is further reduced, and bloom is disabled entirely. As the detail level is raised, the amount of tessellation added at each step decreases, to the point where Very High's improvement is nigh on impossible to spot it's around the base and middle of the right-most tree in the foreground, and near the base of the tree in front of the basketball court, if you're wondering. To maintain the game's impressive view distance, large buildings, mountains, and other highly visible features are always rendered, albeit at various levels of detail depending on the player's position in the world. The shadows cast on the car and the sidewalk below it blend into the scene naturally with PCSS enabled, whereas the shadows are jagged and stick out without the Nvidia Gameworks technology.
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