DLSS 3 latency does not affect the player experience, says NFS Unbound Dev; FSR 2.2 is in the game, and XeSS can be added

The latest chapter of our NVIDIA DLSS 3 developer tech conversation revolves around Need for Speed ​​Unbound, which is released today for EA Play / EA Play Pro subscribers and users who pre-ordered the Palace Edition.

Need for Speed ​​Unbound as a racing game is an interesting use case for DLSS 3. As we’ve discussed in previous articles, NVIDIA’s new technology can greatly boost FPS thanks to its Frame Generation component running independently of the CPU. However, the downside is that there is a bit of extra latency compared to DLSS 2 (Ultra HD) and Reflex, which can be an issue in games that are more about resolution.

We discussed that and much more, including confirmation of AMD FSR 2.2 support in the game, with Andrei Shires, Technical Director of Criterion’s Studio. Stay tuned to Wccftech for more on Need for Speed ​​Unbound, including our review.

What was your first impression of DLSS 3 as a developer? Do you feel that AI based frame generation is the future of rendering to keep up with advanced and cumbersome technologies?

Our first impression was really positive. As a game that’s all about very smooth frame rates, it felt like a great new technology to take advantage of. Like any display technology, we want to employ the best technology available to get the best player outcome.

How much does DLSS 3 improve your game over DLSS 2 (Ultra High Definition)?

Adding Frame Creation gives us access to frame rates that wouldn’t otherwise be possible with the hardware we see today. In the same way that Super Resolution enables a higher quality image, it all adds up to making greater use of software and hardware drivers. This can only be a good thing.

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One potential drawback of DLSS 3 is the extra latency, which would be particularly atrocious in a racing game. Does Frame Generation add significant latency in execution, or is Reflex able to cover that?

Our studio is all about a tight driving experience that will be greatly affected by any significant increase in latency. We’ve tested this technology and found that it doesn’t affect the player’s experience, and in fact, having a higher frame rate is a feature you’ll really notice.

Are you also planning to add support for other upscaling technologies than DLSS 3, such as AMD FSR 2.2 and/or Intel XeSS?

We already support AMD FSR 2.2, and it’s available now. This was a late addition that we’ve worked hard with AMD on, and we’re pleased with the results. We are currently studying Intel XeSS technology together with Intel for a possible future update.

Will there be any ray tracing support in Need for Speed ​​Unbound? If not, why?

There is currently no ray tracing support in NFS Unbound. We’ve focused our technical and technical efforts on making NFS Unbound the best game the franchise has ever seen for everyone.

Can you share your target resolution, frame rate, and graphics preset for minimum and recommended settings, respectively?

We targeted the minimum spec at 30fps @ 1080p and the recommended spec at 60fps @ 1080p. However, we expect players to tweak the settings for their microsystems, and can use both dynamic resolution scaling or AI-based upscaling as appropriate to get the best looks and performance possible.

Is there anything else of note you’d like to share about Need for Speed ​​Unbound?

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As I said above, Criterion’s focus is always on a smooth player experience with high value placed on the feel of the game. We’ve greatly improved the overall simulation and rendering experience with Unbound, meaning players can experience tighter control over the most realistic cars in the franchise. This is not due to any one technology or change, but is about improving and capitalizing on the overall power of the Frostbite engine and building on the continued development of the franchise, which has occurred over many years.

thanks for your time.

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