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DLSS 2.2.9.0 download from Nvidia

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.
 
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.

Only an assumption on my part but I'm assuming that certain patterns when the game is rendered at a lower resolution are being incorrectly interpreted and filled in in a manner which is degrading the overall quality of parts of the image making some parts appear like they are xbox 1 generation textures.
 
Is it not possible to use these new DLLs with the gamepass version of Doom Eternal then?
that will be very tough

here's my perspective, each developer should update their game when a major new dlss option is out... that way no one has to replace dlls and stuff

its a simple dll swap... the update should only take 14-15 mb... shouldn't be too hard
 
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
 
Has any developer or Nvidia actually recommended doing this on any games? I get the theory that it should just work but have also seen numerous cases reported where certain versions actually cause artefacts/texture issues or additional ghosting/trails when used in some games.
 
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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