I can agree but with two conditions. Benchmarks must always be done in native resolution. Hardware capability / system requirement must not take any upscaling into account.
For example, if a studio publishes the requirements for playing at 1080p, 60 FPS, High RT, it must be native 1080p and not 1080p with upscaling.
Benchmarks should not be disconnected from actual games. If games don’t play in native resolution, then benchmarks should not be limited to native resolution. they should check both native and upscaled rendering, and rate the quality of the upscaling.
RT + DLSS is less cheating than most other graphics effects, especially any other approach to lighting. The entire graphics pipeline for anything 3D has always been fake shortcut stacked on top of fake shortcut.
I can agree but with two conditions. Benchmarks must always be done in native resolution. Hardware capability / system requirement must not take any upscaling into account.
For example, if a studio publishes the requirements for playing at 1080p, 60 FPS, High RT, it must be native 1080p and not 1080p with upscaling.
Benchmarks should not be disconnected from actual games. If games don’t play in native resolution, then benchmarks should not be limited to native resolution. they should check both native and upscaled rendering, and rate the quality of the upscaling.
Why?
RT + DLSS is less cheating than most other graphics effects, especially any other approach to lighting. The entire graphics pipeline for anything 3D has always been fake shortcut stacked on top of fake shortcut.