Инсталирайте Steam
вход
|
език
Опростен китайски (简体中文)
Традиционен китайски (繁體中文)
Японски (日本語)
Корейски (한국어)
Тайландски (ไทย)
Чешки (Čeština)
Датски (Dansk)
Немски (Deutsch)
Английски (English)
Испански — Испания (Español — España)
Испански — Латинска Америка (Español — Latinoamérica)
Гръцки (Ελληνικά)
Френски (Français)
Италиански (Italiano)
Индонезийски (Bahasa Indonesia)
Унгарски (Magyar)
Холандски (Nederlands)
Норвежки (Norsk)
Полски (Polski)
Португалски (Português)
Бразилски португалски (Português — Brasil)
Румънски (Română)
Руски (Русский)
Финландски (Suomi)
Шведски (Svenska)
Турски (Türkçe)
Виетнамски (Tiếng Việt)
Украински (Українська)
Докладване на проблем с превода
Sorry? How do you know they have looked at every thing? Do you work for THS? I am a software developer myself and i think its very doable since the likes of Reshade have managed to do it with multiple plugins. You can gain access to the game engine in many ways. NVIDIA Optical Flow SDK and AMD Motion Estimation SDK (AMD FidelityFX SDK) do not require you to have access to the game engine to estimate motion vectors. LSFG already captures frames externally all they would need is to feed those frames to NVIDIA Optical Flow or AMD Motion Estimation SDK (AMD FidelityFX SDK) to extract motion vectors and process them in real time. Granted this wouldn't be as accurate having this implemented in the game directly but it would still be a nice set of experimental features.
P.S i was trying to make a suggestion not to look smarter.
Compared to nvidia's/AMD's driver slop, though, it actually does a great job, with mostly clean results as long as you stick to x2.