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https://twitter.com/digitalfoundry/status/1850560716727636249DX12 and Windows' default state is to leave competent shader compilation to devs, who regularly fail to do it as well as they should. That means games on PC can be hitchy jittery messes. Microsoft and the DX team need to embrace the reality and have a mitigation strategy (2/4)
IMO like those textures in the screenshot above from Computerbase and the one below from @HeyItsThatDon make me wonder why these textures are those you need for a 12GB GPU. They honestly looks lower res than games that came from a decade ago! Surely we can expect better... (2/5)
TAA has been a great compromise for quality and speed since graphics engines are full of specular aliasing, aliasing in motion, and MSAA and SSAA are too expensive or complex to integrate. Single frame post-process AA (FXAA/SMAA) is just too unstable over time. (2/11)