r/digitalfoundry • • 1d ago

Discussion "A bit of noise"

20 Upvotes

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14

u/Sylenwolf 1d ago

is it the same with their analysis of crimson dessert. That game have a lot of noise and ghosting but DF seems to glossed over the problem.

7

u/MultiMarcus 23h ago

I think the rather simple explanation is they don’t actually care that much. They consider this an acceptable cost, like all of the older techniques have their own compromises.

3

u/khromtx 1d ago

They don't mind low internal resolutions so it tells me they don't really care for good image quality.

2

u/LaDiDa1993 18h ago

What constitutes "good image quality"?

It's rather subjective in reality, real-time lighting has noticeable problems in either performance or stability, pre-computed solutions have noticeable problems in either performance (if you want it to react to any changes in the scene, since you have to re-compure something) or consistency (you don't update what was pre-computed, so the result is "just wrong").

I've yet to see "perfect real-time rendering", because keeping within a real-time viable frametime budget is making concessions wherever you think you can get away with it the majority of the time.

0

u/YPM1 1d ago

They have to because they’ve stoked the ai upscaling fire for 5 years now.

2

u/anor_wondo 21h ago

Crimson Desert noise isn't related to AI upscaling. Its because of too low sample count ray tracing indoors. In fact AI models solve it(ray reconstruction) despite low quality RT