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DLSS
Dec 23, 2021, 17:28 (UTC)
1512 4
Last Edit : Dec 23, 2021, 17:28 (UTC)
# 1

Think we could get Nvidia DLSS for better performance?

Last Edit : Dec 23, 2021, 18:25 (UTC)
# 2

these will no have tangible difference FSR vs DLSS in BDO.

DLSS is good for solo playing with huge render distance, while the AI can reconstruct everything far away.

But for BDO is useless since the distance of view and render distance is very low.
DLSS will end up be exactly like FSR but with even more Ghosting.

and DLSS is not open source and dont work on every GPU.
It is a proprietary tech. that Pearls Abyss will have to pay a Lifetime License if thier implement it.

Last Edit : Dec 27, 2021, 18:18 (UTC)
# 3
Am 23. Dez 2021, 18:22 (UTC), von Catastigma

these will no have tangible difference FSR vs DLSS in BDO.

DLSS is good for solo playing with huge render distance, while the AI can reconstruct everything far away.

But for BDO is useless since the distance of view and render distance is very low.
DLSS will end up be exactly like FSR but with even more Ghosting.

and DLSS is not open source and dont work on every GPU.
It is a proprietary tech. that Pearls Abyss will have to pay a Lifetime License if thier implement it.

Sorry, but this is mostly just wrong. I have integrated DLSS into a render engine so I have some experience with it. I won´t argue whether FSR or DLSS is the better technique, FSR is for sure easier to integrate into a render engine though.

 

That being said, DLSS is not in any way related to how close anything is on the screen. At its core DLSS is a temporal antialiasing solution, so the camera is jittered slightly for every rendered frame and additional to the color buffer a depth and motion vector buffer are rendered (and texture mipmapping is biased and some other implementation details need to be taken care of). The DL-algorithm (sorry, I hate the AI word since there is absolutely nothing intelligent about these algorithms) then takes these samples from multiple frames and reprojects them to create a high resolution image. For a static image for example you have something like 32 or so FullHD images that are slightly jittered and get upscaled to 4K. Even without a DL-algorithm this would be the same as taking 8 jittered native 4K images for antialiasing which is why DLSS in a lot of situations has a better quality than native 4K rendering. The DL-algorithm is mostly required for doing the proper reprojection and things.

 

Of course DLSS is not perfect, there can indeed be ghosting, especially thin lines or geometries are an issue. But in general it works very, very good if implemented properly (which, as I already sa, is a bit more difficult to get right compared to AMD´s FSR).

 

The part about the license fee is just completely wrong. Yes, DLSS is not open source and it only works on RTX or newer GPUs (and there is also no way around it since most of it is part of the GPU driver), that is true. But you are not charged for using it, that is simply not how it works. You have to agree to their license agreement:

https://developer.download.nvia.com/gameworks/NVIDIA_RTX_SDKs_License_12Apr2021.pdf?N6fawR8bz_rf8dipe3wQqp_EaHAoatIddWWb15KrW3-pv5tpOZZ_6n5noEvRhjFyNjs6VvxUWTjZypCAACZ65RsjRHyjIOkqK7NeHnVZy5jictXrts-F3KwLEyTU5gXUbLRn0HITAuj9SzJmdWA&t=eyJscyI6ImdzZW8iLCJsc2QiOiJodHRwczpcL1wvd3d3Lmdvb2dsZS5jb21cLyJ9

 

That´s it, although it is always helpful to work with them to make sure the implementation works as good as possible. But I would strongly assume PA has a working relationship with Nvia anyways, so that should not be any issue.

 

Last Edit : Jan 2, 2023, 00:39 (UTC)
# 4

One year later we havent heard a thing..

To be honest even "We wont do it, because INSERT REASON HERE" would be better than just 1 year pure silence...

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