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Death Stranding gets ready for Nvidia RTX 3090 with new 8K setting

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rjohnson11
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2020/09/10 02:41:31 (permalink)
https://www.techradar.com/uk/news/death-stranding-gets-ready-for-nvidia-rtx-3090-with-new-8k-setting
 
With the announcement of Nvidia’s new RTX 3080 and RTX 3090 graphics cards, the reality of gaming at huge 8K resolutions became more realistic, and now Death Stranding on PC is getting a dedicated 8K preset in time for the new GPUs. Death Stranding already impressed us with its 8K performance, and a new update looks like it’s going to be even better by adding DLSS 2.1, which offers support for 8K upscaling. In the graphics section of the game, the update introduces a ‘DLSS 8K performance mode’.
 
As the patch notes explain, “this update made the game able to recognize 8K resolution, it was previously limited to 4K. It also adds the Ultra Performance DLSS preset created specifically for 8K, it's not visible in the game because it requires an NVIDIA driver update.”
 
While this new setting will allow people with the RTX 3090 and RTX 3080 Ampere GPUs to play at 8K, Turing GPUs, Nvidia’s last gen graphics cards, like the RTX 2080 Ti could make use of it as well.
 
In fact, the GPU we used to test Death Stranding at 8K was the Turing-based RTX Titan, a beast of a card that costs $2,499 (around £2,000, AU$3,600). If this new patch boosts the performance of that GPU as well, we’ll be very happy.
 
Also, if this new patch, alongside DLSS 2.1, allows the RTX 3090 to perform as well as – or better than – the RTX Titan at 8K, then that’s also very exciting. 
While at $1,499 / £1,399 (around AU$2,030), the RTX 3090 will be a very expensive card, it will be cheaper than the RTX Titan. So, it could mean 8K gaming has just become (slightly) more affordable. 
 
OK but how many gamers have 8K compatible monitors?

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#1

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    atfrico
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    Re: Death Stranding gets ready for Nvidia RTX 3090 with new 8K setting 2020/09/10 05:14:07 (permalink)
    8k support😮

    Those who abuse power, are nothing but scumbags! The challenge of power is how to use it and not abuse it. The abuse of power that seems to create the most unhappiness is when a person uses personal power to get ahead without regards to the welfare of others, people are obsessed with it. You can take a nice person and turn them into a slob, into an insane being, craving power, destroying anything that stands in their way.
     
     
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    #2
    knightsilver
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    Re: Death Stranding gets ready for Nvidia RTX 3090 with new 8K setting 2020/09/12 20:56:45 (permalink)
    Whats DS, you mean garbage?  Hey lets throw 4k and 8k out there and get more mindless gamers to buy our crapware!  
    #3
    stroker425
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    Re: Death Stranding gets ready for Nvidia RTX 3090 with new 8K setting 2020/09/25 07:12:48 (permalink)
    Classic walking simulator, looks beautiful tho
    #4
    roygbiv70
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    Re: Death Stranding gets ready for Nvidia RTX 3090 with new 8K setting 2020/09/25 08:23:04 (permalink)
    I thought it was fun, but that was at launch when a ton of people were on it. It was cool to see buildings and roads showing up gradually from the collaborative effort of other players... It would probably be a super dull game after the player base dries up tho.
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    adaemus
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    Re: Death Stranding gets ready for Nvidia RTX 3090 with new 8K setting 2020/09/26 16:36:05 (permalink)
    8K Walking Simulator!
    #6
    Yesterdays_news
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    Re: Death Stranding gets ready for Nvidia RTX 3090 with new 8K setting 2020/09/26 17:19:03 (permalink)
    yeah why not
    #7
    -Jinky-
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    Re: Death Stranding gets ready for Nvidia RTX 3090 with new 8K setting 2020/09/26 18:04:53 (permalink)
    I don't even have a 2K :(
    #8
    gterry180
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    Re: Death Stranding gets ready for Nvidia RTX 3090 with new 8K setting 2020/09/26 18:37:47 (permalink)
    I blew up my antimatter bomb today... Would have been more fun in 8k
    #9
    Digital_Fuzion
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    Re: Death Stranding gets ready for Nvidia RTX 3090 with new 8K setting 2020/09/26 20:29:02 (permalink)
    That's great but there is no PC version support for 3440x1400 or 5120x1400. You have to HxD edit the game files in order to enjoy these resolutions. 
    #10
    HeavyHemi
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    Re: Death Stranding gets ready for Nvidia RTX 3090 with new 8K setting 2020/10/02 19:09:29 (permalink)
    Digital_Fuzion
    That's great but there is no PC version support for 3440x1400 or 5120x1400. You have to HxD edit the game files in order to enjoy these resolutions. 


    Well yeah scaling issues. You cannot invent horizontal pixels that are not there to begin with...so you stretch the image...yuck.

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    #11
    Digital_Fuzion
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    Re: Death Stranding gets ready for Nvidia RTX 3090 with new 8K setting 2020/10/02 23:57:26 (permalink)
    HeavyHemi
    Digital_Fuzion
    That's great but there is no PC version support for 3440x1400 or 5120x1400. You have to HxD edit the game files in order to enjoy these resolutions. 


    Well yeah scaling issues. You cannot invent horizontal pixels that are not there to begin with...so you stretch the image...yuck.




    Yes, it truly sucks the developers did not reserve the game code to support 21.9 3440x1400 and 32.9 5120x1400 Their all about eye-candy graphics and polygons. They lack the very basic in resolution support. These resolutions are well below the 4k and 8K mark. I just don't understand universally why this is lacking the support. Very odd!
    #12
    Flonkam
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    Re: Death Stranding gets ready for Nvidia RTX 3090 with new 8K setting 2020/10/04 07:39:30 (permalink)
    HeavyHemi
    Well yeah scaling issues. You cannot invent horizontal pixels that are not there to begin with...so you stretch the image...yuck.



    It's a video game--of course you can invent horizontal pixels, or vertical pixels. That's what a computer does--it creates pixels out of thin air. You do understand that we're not talking about a movie, in which the pixels are created once during production, and can't be changed afterward? In which there is a fixed aspect ratio chosen by the director at the time of filming?
     
    A video game creates each frame in real time using a virtual camera. In other words, the player is the director, and can choose what resolution to "film" at, which Aspect Ratio he desires, which Field of View to utilize, and where to point the camera at any given time.
     
    ....That is, unless one or more of those parameters are locked down by the developer for no legitimate reason. All of the parameters I listed are not "features", but inherent aspects of all camera-based 3D games. They aren't added to a game, they exist by default. A developer has to purposely prevent the player from accessing one or more of them.
     
    A 3D camera-based game should never be designed for a fixed aspect ratio (or FOV) like a movie. A movie is literally a series of photographs that you look at. A video game is an interactive experience. It's a real-time simulation.
     
    On a movie set, there is only one part of the set that the director wants to be seen by the camera at any given time. The aspect ratio and FOV are chosen accordingly, and the camera is pointed only in one particular direction for the shot.
     
    In a video game, the player is able to freely move the camera to look around, and thus it makes absolutely no sense to limit the aspect ratio or FOV in any way, shape, or form. The only thing that limiting these parameters does is limit what you can see at one time.
     
    A 3D camera-based game should be designed with the assumption that the player may be using any aspect ratio, any FOV, and any resolution. And in fact, most PC games from 20 years ago allow more freedom to adjust these parameters than the console ports of today. This is important because not only does it limit the kinds of setups that can be used to play games, and limit the number of people who can play them, but it needlessly stifles innovation.
     
    Most people only think in terms of the display sizes, shapes, and configurations that they use today, and don't consider what else is possible today, to say nothing of 5 or 20 years down the road. But the point is that innovation in gaming setups can't occur if these parameters are artificially locked down.
     
    1. To take advantage of a really high-res display, you need the ability to set a really high output resolution.
    2. To take advantage of a really high hardware FOV (i.e. being very close to a very large display), you need the ability to set a really high software FOV (Because distortion is not caused by high FOVs, it's caused by a mismatch between software and hardware FOV).
    3. To take advantage of a non-standard display aspect ratio, you need the ability to set a non-standard aspect ratio in-game.
     
    In 2018 I switched from a 22" 4:3 CRT @ 1920x1440 to a 55" 16:9 OLED @ 3840x2160. And the reason I got a display with both a high resolution, and a large screen size is that I wanted to be able to sit really close so that the screen took up much more of my eyes' field of view than the smaller screen. In other words, I wanted to put all the extra screen space to good use, filling up my vision as much as possible.
     
    If I had done what most people do: "Hmm...I have a much larger display...that means I need to sit much farther away!"...the FOV wouldn't have increased near as much--or at all if I sat far enough away. You can draw a triangle and show how a small screen close up can have the same FOV as a large screen far away.
     
    For anyone who is into immersion as much as I am, I can assure you that playing at a hardware FOV of ~120°
    is a game-changing experience. If you've ever been to one of the true IMAX films with huge high-resolution displays that wrap around your field of vision, you might have some idea what I'm talking about. It's a lot less like looking through a window, and a lot more like being in the game world.
     
    But the important point is that your in-game (SW) FOV has to roughly match your HW FOV in order to avoid distortion (SW FOV too high) or "Telescope View" (SW FOV too low). If a game's FOV can not be adjusted to the necessary level, then there's no High FOV Gaming.
     
    Sometimes there's a situation in which one thing can't proceed until a second thing arrives, but the second thing has little reason to arrive until the first thing proceeds. In this case, no such problem exists. Because devs don't have to add anything to games, or go out of their way to accomodate innovation--all they have to do is NOT lock down these parameters for no reason, and NOT short-sightedly design games around a limited range of aspect ratios or FOVs.
    post edited by Flonkam - 2020/10/04 07:45:11
    #13
    hershy67
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    Re: Death Stranding gets ready for Nvidia RTX 3090 with new 8K setting 2020/10/04 12:25:51 (permalink)
    ^^agreed
     
    #14
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