![]() ![]() Essentially, FSR 2.x is implemented into an open source project spearheaded by Nvidia called Streamline, which, to let Nvidia describe it: It can be done, and it does not require the game's source. That goes for every non open-source game with FSR integrated. Even if your NASA friend borrowed you a PC, it might still fail to properly run on ultra because no amount of hardware can fix bad optimization.Автор сообщения: CursedPantherIf you read the explanation posted in my link, you'll know there's nothing to 'figure out' on the user side as long as the game source codes remain undisclosed to public. Simplest way: just compare your GPU against "recommended" settings and if you're 1-2 generations of GPU away, tough luck - until optimization comes out (IF it ever comes), you need to ask NASA if they have a spare PC to run this thing on ultra. Just in case, VRAM ≠ RAM and it's not only about the size of it but also about frequency (and L1/L2 caching till some degree). It's a VRAM and/or wrong texture buffering config issue. If you stand still in the zone you'll notice the graphics gradually "improving", aka your GPU catching up. "I couldn't care less"-GPU scenario - you get potato graphics, like LOD objects not being replaced with the real ones or texture streaming taking such a long time that you can see them popping into the view on the otherwise brown/gray blob polygons. Having stuff on ultra setting doesn't mean your GPU will be able to handle those ultra settings.
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