You could try loading up one of the old disc emulators like Daemon tools. That's how ISO mounting and SecuROM emulation was done back in the day.
I haven't used a tool like that in probably 10 years though, so YMMV.
You can try looking here for a more technical comparison of monitors.
https://www.tftcentral.co.uk/selector.htm
It sounds like you're mostly interested in static contrast ratio, so I suggest looking at some of the VA panels.
The main downside to this resource is that they don't index very well...
Tribes 2 introduced me to ESDF and I never looked back.
Having an extra column of buttons can be a huge advantage.
I prefer inverted mouse for anything that flies, but otherwise use standard mouse.
I'm surprised that this didn't get more attention, so I'm throwing my hat in here :)
I agree with the OP on this. In the Bulldozer era, this obviously wasn't a concern, but with threads like this one cropping up and showing potential differences in GPU performance between platforms, we should...
I realize this is an academic point, but FWIW:
Voltage is a measure of difference in charge. Lowering voltage on one component (such as the "core") without accounting for nearby voltages (such as memory) can actually cause current to increase or even attempt to flow in the wrong direction...
In computer science, there is almost always a trade off between performance and quality. It is perfectly valid to compare different implementations so long as you take both of these factors into account.
SSAA, for instance, is widely regarded as the best quality for still scenes, but also...
I don't really understand the hate towards DLSS. It's clearly not ideal, but even SSAA introduces "softened" image artifacts.
If you personally don't like the visual artifacts of DLSS, then why not simply ignore the feature? NVIDIA hasn't taken any existing AA method away from consumers, nor...
I think we agree on that point.
It's specifically the re-use of low level code that I was disputing.
Where I think we don't agree is which force is more influential in the context of innovation.
In that regard, I would broadly claim the following:
1) Rasterization innovations on consoles are...
In a phrase, "Console Specific."
In theory, the same practices could be implemented for specific PC hardware configurations, but that isn't done due to the highly diverse ecosystem of PC hardware and the relatively high cost of development for such code paths. DX12 / Metal / Vulcan helps to...
That's a reasonable position.
However, tessellation was still used selectively in games shortly after its release even though the current-gen consoles did not support it. Considerable optimization was done on the latest-and-greatest PC platforms, which then made it easier for consoles to adopt...
Indeed.
Fundamentally, "Deep Learning" is just a training technique for AI compute units (in this case, tensor cores). Strictly speaking, it doesn't address any problem beyond that.
In computer science, there is always a trade off between memory and compute to solve a given problem.They...
I'm not sure that consoles have ever been a driver for enhancing rasterization / pushing new features. Instead, devs seem to prefer using low level coding and specialized paths to produce acceptable results on anemic hardware.
By "abandonment" I was thinking more along the lines of complete...
It might be possible to use deep learning to optimize RT in a similar way as it is used in AA.
For instance, you could train the driver to dynamically adjust the number of rays / bounces that need to be cast to light a given scene based on data generated from rendering similar scenes in the...
Yep - While I still expect the occasional feature or optimization to be released in the next 5-10 years, rasterization techniques will gradually begin to stagnate. RT will become a focal point for gaming benchmarks very shortly after the hardware becomes available, which will begin the process...
RT is a significant and (IMO) inevitable paradigm shift in real-time rendering.
RT has always been the gold standard for image quality in offline rendering, and the only reason it wasn't commonly used at the very beginning of real-time 3D was its massive compute costs. I still remember playing...
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