changing dlss quality settings didn’t make much of an impact on frame rate
though on that note, i had a fps cap in the nvidia software and I had to restart and disable it (it would be amazing to have an in game fps cap setting). probably worth reminding people to disable this, though i was seeing a lower frame rate than my cap of 100
the fps counter showing base + generated FPS separately is super cool
long black screens on dock/undock
upscaling settings don’t always persist through restarts – i kept getting swapped from DLSS to XeSS on restart
i had one crash while turning on v-sync with framegen – also vsync didn’t cap the frame rate to monitor refresh when framegen was enabled
CCP Caffeine > DLSS version is a bit more complex than the others. It’s defined by your GPU, the drivers, the OS to some degree. To keep it simple though, we are running the latest version of Nvidia Streamline. So if you’re using DLSS upscaling, then it’s on the latest version right now (which is 4). We don’t have everything available (like multi frame gen) from DLSS 4 though, only single frame generation.
Addendum: any suggestions from the devs for what to look at to really push the raytracing? Both to check for performance, and to show off what it can do for EVE versus the classic shadowing system?
doesn’t mention anything about DirectX requirements. According to AMD’s official resources, all modes of FSR 1, 2, and 3 can work normally on both DirectX 11 and 12. If FSR 3 in EVE Online works only with DirectX 12, that’s not very good. On my GPU, DirectX 12 in EVE Online consumes about 20–30% more power (resources) to deliver the same FPS, with only minimal improvements in visual quality.
I ran additional tests and found some unexpected, sometimes random, results depending on configuration.
DirectX 11 → Best results with FSR1 at maximum upscaling quality for an ideal FPS/GPU load ratio. FPS is managed by Radeon Chill driver.
DirectX 12 → Best results with FSR3 (with or without Frame Generation). Performance is similar to DX11 + FSR1 but with better visuals. Ray Tracing made little difference in both quality and performance. FPS can’t be controlled through default or per-game Adrenalin driver settings when using native or FSR1 in-game quality modes.
Notable quirks:
With DX12, Anti-Aliasing is disabled regardless of Ray Tracing status.
V-Sync behaves differently on SiSi vs TQ when using DX11 + FSR1.
Current V-Sync options lack flexibility, which can cause issues for high-refresh monitors (140–240 Hz), especially on budget/mid-range GPUs.
We need the ability to cap FPS through driver or RivaTuner settings rather than relying only on in game option V-Sync:on/off.
Example: My monitor has 180 Hz, but EVE often locks to 180 FPS regardless of my AMD Adrenalin “Radeon Chill” limits. The game actually runs great at 80–120 FPS across various quality modes.
Yeah, CCP’s documentation here isn’t great. They seem to be bundling all of the new technologies together as part of a single update to the graphics engine. Ray tracing and DLSS frame generation are both DX12-only, so for CCP it’s all or nothing - for better or worse.