i was playing THE FINALS and after few graphic customization the INTEL XESS DLSS is not showing up in the option i have tried to re-install the graphic driver but the fps is around 40-60 average ,, i have also tried to re install the game but the result is same. Translate Labels ...
Product: F1 23Platform:PCPlease specify your platform model. PCSummarize your bug In the video mode game option, there is no possibilité to choose NVIDIA... - 8381835
I’ve purposely positioned the photo below to avoid showing something I’m not allowed to showcase in this preview.卧龙:苍天陨落照片模式卧龙:苍天陨落还包括照片模式。照片模式下的一些设置如下所示。我很好奇,在发布后,团队是否会随着时间的推移丰富这一功能。这仍然是新的忍者组游戏中的一个不错的补充...
in fact, that turning on DLAA will make your game look better than just native resolution. It’s a great option if the game you’re playing supports DLSS and you’re already getting great performance out of your PC with Super Resolution turned off.Diablo IVis a great example, where ...
I've been looking forward to this comparison - interesting how much better the DLSS implementation is in terms of retaining and showing smaller details (the heating element lines in the car window and details in the glass on the car lights being particularly obvious). It really sounds like AMD...
I am not going to bother showing you any screenshots. I have done that before and you did not even look at it but it's ok. You and a few other users on here are known as Nvidia fanatics. Far Cry 6? I don't even play Far Cry. Please keep in mind that even though Gaming ...
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- Add an option to change the name of the nvngx.dll in the .ini - Add button to Enable/Disable Nvidia Sig Override from the GUI. - Evolve the GUI to allow to load/save the .ini from/to each game while a single DLSSTweaksConfig.exe is left in a central location. Possibly keep a...
Although the problem is, GOG uses a different save format so hopefully there is an option to change it. I doubt launching through GOG would work possibly? I haven't tried that. Nope that still loads the Epic Save location even launching from GOG unfortunately. Hmm not sure what to do ...
Here is a code snippet showing one way of handling two viewports with explicit resource allocation and de-allocation: //Viewport1{//We need to setup our constants first so sl.dlss plugin has enough informationsl::DLSSConstants dlssConsts = {}; dlssConsts.mode= viewport1->getDL...