DLSS or FSR support?

Currently the options are almost the same ones as in rF2. I don't know what it would require to update the engine to support "modern" things like FSR/DLSS. The thing is that these are "tricks" so they are not strictly necessary in the sense that if performance is fine without they do nothing to improve the gaming experience and actually worsen image quality somewhat.
 
There is the RTX Remix tool from NVIDIA that allows adjusting games to run with DLSS. Don't know if it supports LMU/rF2 or whether it will break stuff in the game.
 
Let's hope S397/MSG introduces an API (DirectSR) that allows specific code to support DLSS/FSR/XeSS.

 
Currently the options are almost the same ones as in rF2. I don't know what it would require to update the engine to support "modern" things like FSR/DLSS. The thing is that these are "tricks" so they are not strictly necessary in the sense that if performance is fine without they do nothing to improve the gaming experience and actually worsen image quality somewhat.
At times DLSS image is higher than than native.
None of us has enough FPS. Being sim racing competitive none achieves 1000FPS, or 500FPS, and few achieve 240FPS. For those who play at 60 well you have more than 1 tenth latency on screen, so whatever you do on the inputs it's shown on screen way later than it is actually useful to process and crrect. Also the gap between direct drive latency and screen latency, which are the two most important source of information to understand what the car is doing, are way apart since the direct drive has way less latency.
So you drive by memory and not by processing real time the inputs.
DLSS, and other scalint technologies, according to the native resolution, can get you 40% and more FPS which cut latency. In competitive gaming they are VERY valuable.
 
Frame generatios is ABSOLUTELY useless in competitive gaming. It adds latency which is exactly the opposite you need in driving a car.

I've been playing Starfield with FG and Nvidia Reflex ON, I honestly think they solved the latency problem with this Reflex technology,

I strip down rf2 graphics because I prefer to play at stable 120fps, I fell the difference to 60 fps, and I play rF2 online for more than 10 years now.

So, I think isn't a bad ideia to add DLSS support, ACC did it.
 
At times DLSS image is higher than than native.
None of us has enough FPS. Being sim racing competitive none achieves 1000FPS, or 500FPS, and few achieve 240FPS. For those who play at 60 well you have more than 1 tenth latency on screen, so whatever you do on the inputs it's shown on screen way later than it is actually useful to process and crrect. Also the gap between direct drive latency and screen latency, which are the two most important source of information to understand what the car is doing, are way apart since the direct drive has way less latency.
So you drive by memory and not by processing real time the inputs.
DLSS, and other scalint technologies, according to the native resolution, can get you 40% and more FPS which cut latency. In competitive gaming they are VERY valuable.
Fair enough, but then you need to achieve that 40% more FPS. The problem with many newer games is that instead of actually optimizing the performance, they just assume everyone is using DLSS or even add detail so the net effect is that you have the same FPS as before, but now forced to use DLSS, in which case you actually lose in latency.

Sim racing in general isn't as FPS critical as competitive shooter games. Once you get into the 100-144 FPS range there is not much more gain to be had.
 
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It's not a matter of having 120 fps or 240 fps, it's a matter of having a stable 120 fps even at Le Mans at night with rain and 30 cars together.Not everyone has a 4090 to be safe. The Dlss (for those who want to activate it) could be a compromise to maintain the desired fluidity.
90% of us don't lose tenths because we have a few less fps, but because we always make mistakes that could be improved during each lap.
 
It really isn’t. They should be credited for it looking as good as it does and running as well as it does. ACC, which admittedly has far better night lighting, still runs slower (without DLSS) and that came out 2018… Yup, you can put DLSS on and get a bump, but this only really works at 4K. ACC is so blurry as standard that turning on DLSS/FSR at anything below 4K makes it look pretty awful.

Add ray tracing/path tracing and yeah, you’ll want DLSS as it halves or worse the FPS, for what would be such a minimal bump in graphics/lighting, especially in a fast paced sim racing title. Again, it would help LMU particularly with it’s night lighting which unfortunately is pretty poor imo, but ray tracing/path tracing would be such a waste of the developers time. Imo of course.
 
It really isn’t. They should be credited for it looking as good as it does and running as well as it does. ACC, which admittedly has far better night lighting, still runs slower (without DLSS) and that came out 2018… Yup, you can put DLSS on and get a bump, but this only really works at 4K. ACC is so blurry as standard that turning on DLSS/FSR at anything below 4K makes it look pretty awful.

Add ray tracing/path tracing and yeah, you’ll want DLSS as it halves or worse the FPS, for what would be such a minimal bump in graphics/lighting, especially in a fast paced sim racing title. Again, it would help LMU particularly with it’s night lighting which unfortunately is pretty poor imo, but ray tracing/path tracing would be such a waste of the developers time. Imo of course.
Of course i don’t say none of this this priority, but i think it needs to be available in the future. I also want them to focus in much important things than this, but i think ray tracing adds another layer of graphics quality, that is for sure. There is a recent video comparing F1 24 on PS5 (no ray tracing) vs PS5 Pro with ray tracing and differences were big in image quality. Also depends how good they implement it.
 
Frame generatios is ABSOLUTELY useless in competitive gaming. It adds latency which is exactly the opposite you need in driving a car.
This isn't really true, at least in my experience. As long as your base frame rate isn't too low, the amount of latency added is small, and it's even less noticeable in a racing sim. And for CPU-bound situations (which for many people LMU is), any amount of scaling will actually be the useless feature. Only frame-gen can help you in a CPU-bound situation.
 
At times DLSS image is higher than than native.
None of us has enough FPS. Being sim racing competitive none achieves 1000FPS, or 500FPS, and few achieve 240FPS. For those who play at 60 well you have more than 1 tenth latency on screen, so whatever you do on the inputs it's shown on screen way later than it is actually useful to process and crrect. Also the gap between direct drive latency and screen latency, which are the two most important source of information to understand what the car is doing, are way apart since the direct drive has way less latency.
So you drive by memory and not by processing real time the inputs.
DLSS, and other scalint technologies, according to the native resolution, can get you 40% and more FPS which cut latency. In competitive gaming they are VERY valuable.
why are you arguing with competitive gaming as the reason why we dont need this? for people not playing or not having interest in competitive gaming it would be amazing and really „standard / normal“ to have this implemented. if someone, who just drives lmu for competitive reasons (oh boi…) doesnt want it - this drivers just shouldnt use it. its soo simple 🙋🏽‍♂️ _-> +1 from me!
 
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