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DLSS 2.2.9.0 download from Nvidia

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This version of DLSS is a higher version number than the one included with Rainbow Six Siege (although the modified date seems older than 2.2.6.0..?) - still, it's newer than the ones included with Metro Exodus and Doom Eternal and it's available directly from Nvidia here:

https://developer.nvidia.com/dlss/unreal-engine-plugin

Download the UE4 archive and you'll find it in 06172021-DLSS-UE4-Plugin\DLSS\Binaries\ThirdParty\Win64

Works great in Doom Eternal!
 
Maybe you should have included "Unreal Engine plugin"

Yes, it's a download for a UE plugin, but the included nvngx_dlss.dll will work with any* game that uses DLSS 2.x as a drop-in replacement.

*not actually tested :D although it works just fine in Cyberpunk, Metro Exodus and Doom Eternal.
 
So is in not build into the latest Nvidia drivers?

Nope - DLSS is shipped with the games as a DLL (nvgx_dlss.dll) - games using DLSS 2.x (Control, Cyberpunk and anything more recent) can be updated to a newer version of DLSS by simply replacing that DLL.
 
Not yet, but I believe an update to RDR2 is coming that does use DLSS (although by the time it comes out, I imagine it'll ship with a newer version of DLSS).
 
Tested and does not work, at least for Anthem as that's what I tested.

I'm pretty sure Anthem uses DLSS 1.x - 2.x was a complete redesign by Nvidia and these newer releases aren't compatible with that earlier version of DLSS.

If you right-click on the nvgx_dlss.dll and pick Properties/Details you can see the Product Version.
 
It will be interesting if someone tries this version in other games like CP 2077 to check the ghosting there, On Alex screenshot it looks as bad as that guy posted a while ago. :)

There's obvious ghosting/smearing in the 2.1.66 version that Doom ships with, but I'm hard pressed to see (in Alex's image) what the issue with 2.2.9 is vs 2.2.6? Marginally softer maybe?

In terms of actual in-game testing - all I can say is that both Doom and Metro look terrific with 2.2.9 and 2.2.6 - don't take my word though - try 'em.

*Edit* OK, after some pixel-peeping I can see it now - some ghosting in Alex's shot of 2.2.9 - much better than 2.1.66 but not as clean as 2.2.6.
 
i think your theory proved true, they probably lowered temporal accumulation in rainbow six, because that is a competitive game and ghosting would probably ruin the gameplay since missing a shot can mean between death and life in that game

these new dlss versions may not be iterations... but rather specially customized for specific games they run on

Doubtful - you'd think they'd have shipped Doom Eternal with a DLL more similar to R6S.

Besides - the whole redesign from v1.x to 2.x was to allow a more generalized approach to DLSS rather than having to train it for each game.
 
Pixel peeping? :)

Look at the 2nd image - the first one has 2.1.66 and 2.2.9 swapped - or just test 2.2.9 yourself :)

*Edit* OK, just to double check, I took a couple of screengrabs from Doom with VSync off and with motion blur both on and off doing a 180 whip-pan in an area with lots of spikes and detail - there's zero motion artifacts introduced by DLSS 2.2.9 - in fact, it looks pin-sharp and pretty damn awesome!
 
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I think I might know why DLSS results in (incorrect) low resolution textures on some parts of buildings, etc. in CP2077

DLSS works with what its given by the engine - if you're seeing incorrect textures in Cyberpunk, it's REDEngine causing it.
 
I don't think it is - I don't think textures are being reloaded between turning DLSS on and off. Certain texture patterns, mostly on certain parts of buildings rendered in the distance, seem to come out low resolution looking with DLSS on in CP2077. On my 1440p gaming monitor it is noticeable if you know what to look for but on my 43" 4K display it is very noticeable.

Part of how DLSS hooks into a game engine requires that textures are presented to it in a certain way (I believe that whilst the engine is rendering the frame at a lower than native resolution, the textures have to be presented *at* native resolution to DLSS) - hence any issue here is likely an error in CDPR's implementation of DLSS rather than DLSS itself being the cause of the problem.

That's what I've read anyway so take that for what you will - DLSS is a 'black box' - you send frames into it and reconstructed frames come out - I don't see how it could be lowering the resolution of some textures but not all of them - it doesn't work that way.
 
Has any developer or Nvidia actually recommended doing this on any games?

Neither are likely to endorse this as they won't want the headache of having to support that endorsement. It's simple enough to swap DLLs though (just make sure you rename or backup the old one) - obviously YMMV in different games but nobody's going to break anything by testing these. I've tinkered with 2.2.6, 2.2.9 and 2.2.10 in a variety of games and all of them have been superior to the versions the game shipped with.

The dlss .dll should just be in the driver package imo and games call it, would get around people having to manually replace files in their games

I agree - I suspect that wasn't possible for 1.x 'cause of having to train DLSS with content specific to the game it was being shipped with - if 2.x genuinely uses generic learning then they *should* be able to ship it with the driver - although I guess that'd need an update of their dev tools and things like the Unreal plugin.
 
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