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

Did they sort out RT? Only reason I would install it really. Was not much left on the map when I completed it. Just some Merlin trails and a few other things that would not have made much difference.

Will wait for confirmation if RT is fixed properly or not :D

RT is still pants in HL, Such a shame this could've been an RT showcase of a title with RT reflections properly done in all viable areas, RTAO, RTGO but no, Half anus'd again.
 
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For whoever is playing that abomination game:


The in-game TAA solution has a very blurry overall image across all resolutions, even at 4K, and very poor rendering of small object-detail—thin steel objects and power lines, tree leaves, and vegetation in general. Also, the in-game TAA solution has shimmering issues on the whole image, even when standing still, and it is especially visible at lower resolutions like 1080p, for example. All of these issues with the in-game TAA solution were resolved as soon as DLAA, DLSS or XeSS were enabled, due to better quality of their built-in anti-aliasing solution. Also, the sharpening filters in the DLAA and DLSS render path helped. With DLSS you can expect an improved level of detail rendered in vegetation and tree leaves in comparison to the in-game TAA solution, and small details in the distance, such as wires or thin steel objects, are rendered more correctly and completely in all Quality modes. With DLAA enabled, the overall image quality improvement goes even further, rendering additional details compared to the in-game TAA solution and DLSS. However, DLSS has some issues that the in-game TAA solution does not. At lower resolutions such as 1080p and 1440p for example, the DLSS implementation has ghosting when flying birds are in the player's view and during evening or night time these birds even have black smearing behind them, which can be quite distracting. However, these ghosting issues can be fixed if you manually update the DLSS version to 3.1 instead of version 2.3, which is used by this game natively.

Speaking of FSR 2.1 image quality, there are a few important issues of note. In Redfall, sometimes the trees are in motion due to dynamic winds and other weather effects. The in-game TAA solution, DLAA, DLSS and XeSS implementations are handling moving trees and vegetation just fine, but the FSR 2.1 implementation is completely different. FSR 2.1 temporal stability completely falls apart when moving trees are in the player's view, as if motion blur effects were enabled at the highest value, which even our screenshots reveal, and it is visible even when standing still across all resolutions and quality modes. Thin steel objects, wires and power lines are also losing temporal stability at medium and far distances and create noticeable shimmering issues or disappear completely at lower resolutions.

The NVIDIA DLSS Frame Generation implementation is excellent in this game, the overall image quality is quite impressive. Even small flying particle effects, such as different varieties of the player's magic abilities, are rendered correctly, even during fast movement. Many other DLSS Frame Generation games that we've tested had issues with the in-game on-screen UI, which had a very jittery look—the DLSS Frame Generation implementation in Redfall does not have this issue. Also, the DLSS Frame Generation implementation in this game does not force you to enable DLSS Super Resolution first in order to utilize DLSS Frame Generation, as some other Unreal Engine 4 games do, and you can use DLAA and DLSS Frame Generation without any issues if you want to maximize your image quality.

Don't you just love to see it, "better than native" :cool: Sorry I forget, it's such a hardship to switch out dlss version :cry:
 
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Redfall was developed on Unreal Engine 4 with DirectX 12 exclusively, which usually means that ray tracing is supported, but like with the recent Atomic Heart release, which was also built on Unreal Engine 4 with DirectX 12 and originally announced with ray tracing features, it was stripped out of Redfall and postponed into one of the future updates.
 

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In Cyberpunk 2077, the DLSS, DLAA, XeSS and FSR 2.1 implementations all use a sharpening filter in the render path, and the game gives the user the ability to tweak the sharpening values through separate sliders. Each upscaling solution is using different sharpening values set by the developers, but in the FSR 2.1 implementation, even when sharpening is set to the 0 value, some level of sharpening is still applied in the FSR 2.1 render path. During this round of testing, we used the zero value for the DLSS, DLAA, XeSS and FSR 2.1 sharpening filters. What's also important to note is that before the RT Overdrive patch, sharpening filters in the DLSS render path caused negative side effects in this game, such as excessive shimmering in motion, but with the latest version of DLSS now implemented, the developers fixed all issues with the sharpening filters in the DLSS render path and implemented their own sharpening solution for DLSS and DLAA, which works very well.

XeSS comes with three upscaling kernels that are optimized for various architectures. The first is the kernel that gets used on Intel Arc GPUs with XMX engines. This is the most advanced model too, that not only performs better in terms of FPS, but also offers the best upscaling quality, Intel calls this the "Advanced XeSS upscaling model." Intel also provides an optimized kernel for Intel Integrated Graphics, and another compatibility kernel, used for all other architectures that support Shader Model 6.4, e.g. all recent AMD and NVIDIA cards. These use the "Standard XeSS upscaling model," which is somewhat simpler, with lower performance and quality compared to what you get on Arc GPUs (we use the compatibility model on our RTX 4080). If DP4a instructions aren't available, as on the Radeon RX 5700 XT, slower INT24 instructions are used instead.

The in-game TAA solution has very poor rendering of small object detail—thin steel objects and power lines, tree leaves, and vegetation in general. The in-game TAA solution also has shimmering issues on the whole image, even when standing still, and it is especially visible at lower resolutions such as 1080p, for example. All of these issues with the in-game TAA solution are resolved when DLAA, DLSS or XeSS are enabled, due to the better quality of their built-in anti-aliasing solution. Also, the sharpening filters in the DLAA, DLSS and XeSS render path can help to improve overall image quality. With DLSS and XeSS you can expect an improved level of detail rendered in vegetation and tree leaves in comparison to the in-game TAA solution. Small details in the distance, such as wires or thin steel objects, are rendered more correctly and completely in all Quality modes. With DLAA enabled, the overall image quality improvement goes even higher, rendering additional details, such as higher fidelity hair for example, compared to the in-game TAA solution, DLSS and XeSS. Also, both DLSS 3.1 and XeSS 1.1 handle ghosting quite well, even at extreme angles.

The FSR 2.1 implementation comes with noticeable compromises in image quality—in favor of performance in most sequences of the game. We spotted excessive shimmering and flickering on vegetation, tree leaves and thin steel objects; they are shimmering even when standing still and it is visible even at 4K FSR 2.1 Quality mode, which might be quite distracting for some people. Once you're switching from FSR 2.1 Quality mode to Balanced or Performance, the whole image will start to shimmer even more. The anti-aliasing quality is also inferior, as the overall image has more jagged lines in motion, especially visible behind cars while driving through the world and in vegetation. Also, in the current FSR 2.1 implementation ghosting issues are worse than both DLSS and XeSS at day time, and it is even more pronounced when there is a lack of lighting in the scene, as the FSR 2.1 image may have some black smearing behind moving objects at extreme angles.

The NVIDIA DLSS Frame Generation implementation is excellent in this game, the overall image quality is mostly impressive. However, there's also a few important issues of note. We spotted excessive ghosting on shadows in motion, specifically behind cars when driving through the world and on main character shadows. The visibility of these ghosting issues will vary depending on the scene, time of day and your framerate. For example, these ghosting issues are more visible at 60 FPS, whereas at 120 FPS they are way less noticeable. The DLSS Frame Generation implementation in the current state also has some issues with the in-game on-screen UI, specifically the mini-map, which had a very jittery look in motion. Interestingly, you can fix these jittering issues by manually downgrading the DLSS Frame Generation version from 3.1.1 to 1.0.7.

Speaking of performance, the XeSS implementations usually have around 10-13% lower performance gain while using the compatibility kernel instruction set that works with all GPU architectures, when compared to competing upscaling solutions from NVIDIA and AMD. However, in Cyberpunk 2077, the DLSS, FSR 2.1 and XeSS 1.1 upscalers are practically identical in terms of performance gain over native TAA across all resolutions. For XeSS 1.1 especially it is a quite welcome upgrade to receive improved performance gains while using the DP4a instruction set, while also producing image quality better than FSR 2.1 with essentially the same performance. Overall, the DLSS, XeSS and FSR 2.1 performance uplift at 4K and 1440p is a great improvement to the game, you can expect almost doubled performance in "Quality" mode, with all graphics settings maxed out, helping to cushion the performance penalty of enabling path tracing. Interestingly, when using the DLAA solution, the performance across all resolutions is identical to the TAA solution.
 
Good examples of dlss with DLDSR offering noticeably better IQ than native whilst offering more performance:

DLSS Quality is actually more detailed than native, even at 2160p - Check it out, especially on the screens on the walls:


Very impressive. Now this is how DLSS and optimisations etc are done
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Just posting this here as probably best place but people should use DLDSR more:


DLSS performance preset with a higher res. can often look better than dlss quality, obviously fps is hit a bit more but if you got performance to spare, well worth it.

Be good to see more examples of this. Personally I have found myself using dlss performance with dldsr a bit more than just dlss quality (if I have room for performance) now. If anyone has spiderman, curious to see how it looks, would do it myself but no longer installed.
 
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Good examples of dlss with DLDSR offering noticeably better IQ than native whilst offering more performance:




Be good to see more examples of this. Personally I have found myself using dlss performance with dldsr a bit more than just dlss quality (if I have room for performance) now. If anyone has spiderman, curious to see how it looks, would do it myself but no longer installed.
Tlou uses TAA I imagine? Native looks blurry. Not terribly blurry, but it's still there.

But yes, if you don't care about boosting framerate but image quality is what you are after, DLDSR + DLSS Q is unbeatable. It feels like cheating honestly :D
 
Tlou uses TAA I imagine? Native looks blurry. Not terribly blurry, but it's still there.

But yes, if you don't care about boosting framerate but image quality is what you are after, DLDSR + DLSS Q is unbeatable. It feels like cheating honestly :D

Yup it uses TAA, native looks decent tbf, definitely one of the better games for TAA implementation. Unfortunately, the dlss implementation was botched, AA was working fine when dlss was enabled when the game launched but the sharpness setting was always on which meant you got all those lovely over sharpening artifacting issues then the devs released an update that fixed this i.e. the sharpness slider worked but in the process of fixing that, it somehow has disabled aa when dlss is enabled so you get some shimmering and aliasing now, still looks better than native and FSR though but could be better.

Another game where DLDSR + DLSS looks great is rdr 2. You need to make sure you are using the >2.5.1 version though, sadly rock* locked down the modification of files with their social club launcher so you'll be unable to switch out the dlss here but if you have it on steam, no issues:

 
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