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DLSS Momentum Continues: 50 Released and Upcoming DLSS 3 Games, Over 250 DLSS Games and Creative Apps Available Now


Compared to native TAA and FSR 2.1, both DLSS and XeSS image quality is a very noticeable upgrade across all resolutions. The official FSR 2.1 implementation in Resident Evil 4 Remake has a very blurry overall image across all resolutions, even at 4K, and an excessive shimmering and flickering on vegetation, tree leaves and thin steel objects. All of these issues with the only officially supported temporal upscaling solution (FSR 2.1) were resolved with this unofficial support for DLSS and XeSS via community patch. Both DLSS and XeSS has improved the level of detail rendered in vegetation and tree leaves in comparison to the FSR 2.1 implementation, and small details in the distance, such as wires or thin steel objects, are rendered more correctly and completely. With DLAA enabled, the overall image quality improvement goes even further, producing more detailed image quality compared to the in-game TAA solution. However, as this mod is not an official implementation, it has some issues that TAA and FSR 2.1 do not. One of the most noticeable of these issues with this DLSS and XeSS mod is the lower resolution for all in-game on-screen UI elements and a quite jittery look of these UI elements; the lower your internal resolution, the more noticeable it becomes. The second-most-noticeable issue is the low resolution rendering, shimmering and jitter while using the scope on your sniper rifle, which might be quite distracting for some people.

Speaking of performance, compared to FSR 2.1, the DLSS performance gains are significantly higher, and XeSS performance gains, while using the "Standard XeSS upscaling model" are very similar to FSR 2.1, which is a very unusual result. Compared to FSR 2.1, at 4K resolution DLSS has around 20% higher performance gains, and DLSS is not even an official implementation in this case, which further indicates that something is not right with the FSR 2.1 implementation in Resident Evil 4 Remake as a whole, both image quality and performance-wise. Compared to the native TAA solution, the DLSS performance uplift at 4K is a great improvement to the game, you can expect around 40% more performance in "Quality" mode, with all graphics settings maxed out. Going down to 1440p resolution, the DLSS performance increase is also impressive, as it will boost performance by around 30% in "Quality" mode. The DLAA solution has a performance cost of around 5%, compared to the TAA solution.


Which DLSS file though ? The latest is 3.1.11 and it's from an SDK with mixed results, Then there's 2.5.1 from Portal RTX which is quite popular, 3.1.2 from The Last of Us, 3.1.1 from Atomic Heart etc etc....

I think he did it this way as it removes the inevitable online arguments of "Yeah well if you would've used the games original DLSS file......" which I could see coming from a mile away.

2.5.2

That seems to be the best "overall" or rather most stable across a variety of games. Some of the games there are using a much older version which is nowhere as good, especially with regards to the lower presets of balanced, performance and ultra performance where IQ increased drastically.

Fair point that last bit though, I'm surprised they didn't as the comments would have exploded with amd fans thus more views :p Still though, video is about the IQ and this is probably one of the biggest advantages of DLSS with being able to upgrade yourself.
 
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2.5.2

That seems to be the best "overall" or rather most stable across a variety of games. Some of the games there are using a much older version which is nowhere as good, especially with regards to the lower presets of balanced, performance and ultra performance where IQ increased drastically.

Fair point that last bit though, I'm surprised they didn't as the comments would have exploded with amd fans thus more views :p Still though, video is about the IQ and this is probably one of the biggest advantages of DLSS with being able to upgrade yourself.

I did it for RE4 and it is so much better than FSR. Why bother sponsoring a game and not make sure they have top notch FSR for launch? Fail by AMD.
 
I did it for RE4 and it is so much better than FSR. Why bother sponsoring a game and not make sure they have top notch FSR for launch? Fail by AMD.
It is vastly disappointing that AMD don't seem to be putting many resources into making FSR a viable choice in comparison to DLSS. Tbf though Nvidia have made great strides lately when it comes to reconstruction technique.
 
It is vastly disappointing that AMD don't seem to be putting many resources into making FSR a viable choice in comparison to DLSS. Tbf though Nvidia have made great strides lately when it comes to reconstruction technique.
Probably you can only do so much in software. It would be nice tough to have such a DLSS feature in the next DX version like Mantle evolved into Vulkan.
 
That's gross, How dare you assault my ocular face spheres with such dirty smearing !

FSR going by that video is quite nasty.

TBF, it's not too bad in other areas but as always, if you can, always use dlss :cool:

I've noticed that quite a bit now in various games where FSR doesn't seem to cope well reflections, particles and so on e.g. in rdr 2 check out the particles, wood splinters flying about:

 

TLdwmO2.png

Shame he didn't update to latest dlss for the games using <2.5.1 dlss version given the complaints where he picked native over dlss are solved with the newer versions i.e. shimmering in foliage being the main reason. That and he left on DOF for likes of spiderman which introduces issues with upscaling tech. such as seen in spiderman, hope he didn't leave on the other post processing effects as that would have also harmed upscaling IQ.....
 
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TLdwmO2.png

Shame he didn't update to latest dlss for the games using <2.5.1 dlss version given the complaints where he picked native over dlss are solved with the newer versions i.e. shimmering in foliage being the main reason. That and he left on DOF for likes of spiderman which introduces issues with upscaling tech. such as seen in spiderman, hope he didn't leave on the other post processing effects as that would have also harmed upscaling IQ.....
Who would have though that DLSS is better than native in lots of situations. It's not a user here said it repeatedly while other, non biased at all users kept talking about "720p". Makes you wonder doesn't it? :P
 
At the end of the day it's a great technology that has come on leaps and bounds.

When DLSS 1 launched in 2018 with the 2xxx Turing cards, how many people expected that eventually half the game that use it would look better than native resolution?
 
At the end of the day it's a great technology that has come on leaps and bounds.

When DLSS 1 launched in 2018 with the 2xxx Turing cards, how many people expected that eventually half the game that use it would look better than native resolution?
And yet you'll still get the usual lot saying it looks like 720P :cry: :o

But yeah, it's a fantastic feature, just a shame lots of dev are relying on it to avoid optimisation now :(

EDIT:

From my own testing, if HUB had updated to 2.5.1 or above and turned off post processing effects, dlss would have also come out on top in:

- god of war
- spiderman
- rdr 2
- deathloop
- f1 22
- witcher 3
 
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Not sure if anyone's linked this yet but DLSS Tweaks now has a handy little config tool you can run to set everything up which is included in the latest release.


dGUXeen.jpg

Also some info as to what the different A-F presets mean -

Preset A (intended for Perf/Balanced/Quality modes):
An older variant best suited to combat ghosting for elements with missing inputs (such as motion vectors)

Preset B (intended for Ultra Perf mode):
Similar to Preset A but for Ultra Performance mode

Preset C (intended for Perf/Balanced/Quality modes):
Preset which generally favors current frame information. Generally well-suited for fastpaced game content

Preset D (intended for Perf/Balanced/Quality modes):
The default preset for Perf/Balanced/Quality mode. Generally favors image stability

Preset E (Unused)

Preset F (intended for Ultra Perf/DLAA modes):
The default preset for Ultra Perf and DLAA modes.
 
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