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

hopefully older series card get DLSS3 as well

There was an Nvidia engineer on Twitter who was asked about Frame Generation and Ampere, He said the optical flow accelerator in Ada is 2-3 times faster than the one in Ampere so the results are mediocre at best and in a lot of cases they saw performance regression due to the massive amount of introduced latency, Much higher than on Ada. Now if they can do something with it to even give a slight perf jump remains to be seen.
 
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I've finally seen ghosts everyone, The 4090 owners thread is officially made up of spectres as they are all no body, All the user made videos on YouTube ? Goblins ! All the user made posts on Reddit ? Gremlins ! :D
Ha ha although very amusing I was indeed just making a small joke about the lack of enthusiasm regarding dlss3.
Using that you will indeed be seeing ghosting everywhere......and masses of lag.
 
It's using ml techniques for frame gen.. it's a highly non-linear interpolator. The next big shift is going to be the ability to predict early rejection using ml models so that instructions that have low probability of impacting the final pixel will be discarded at a much earlier stage..

Even the current iteration of dlss is praiseworthy because it ups energy efficiency to an altogether different tier
Sure, I agree with you. The move to prediction will be very exciting. You can generate a frame without the latency hit, and you can do so only when needed. It really was a fantastic development in the VR space to stop motion sickness and judder when you have a stall in various pipelines.

Sure, I agree DLSS is praiseworthy, but for me personally frame interpolation isn't exciting in the slightest, not in a realtime context. DLSS 2.0 is brilliant and worthy of all the praise it gets.
 
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Love nVidia for Allways pushing innovation. But damn these prices :/
Was set on a 4070 or even a 4060, but wont have my hopes up!

Really need to upgrade my old 2060S or I go crazy, and that frame generation is a must have!
 
Jumped on the 4k bandwagon over Xmas with a new 28' display and a 4080. Absolutely love the sharpness of 4k at that dpi. Been playing with both DLSS and FSR. It's the real deal, they are both bonefide. Impressive. Could be my display size, but I've got to look pretty hard to tell the difference between them tbh.

Only game I could try DLSS 3.0 and frame generation on is the the Witcher 3, so the jury is still out there, but yep, there's no denying this thing has potential. I think it's scandalous that Nvidia has been able to market it on Cyberpunk before it's officially released though.

Ray Tracing is the thing I'm sus about. The implementation on a lot of games that claim to support it is pretty ho hum tbh, and at a cost that isn't worth it. In many cases it only reminds me of how far artists and developers have come with light mapping and traditional reflection techniques. There are implementations that are better than others - the Witcher 3 at in-game night time is admittedly very slick looking, it's just a pity the update as a whole is still pretty broken. Fact is, the hardware just isn't ready for the tech, even 3 gens in.
 
But "Can it play Crysis?" all over again.
That is an amusing and really relevent comment. Crysis is a prime example where a developer brought a ton of new rendering and physics techniques to the table. Many of those were ham fisted implementations, that is to say, the game development generally favoured pure accuracy brute force implementations over efficiency in order to achieve the highest realism possible.

In the years that followed, by leveraging new hardware features and APIs, developers found cleverer, more efficient ways and cheats of carrying out these techniques, all while achieving better results.

To my mind, real time path tracing is in that early place right now. Time is needed for the hardware and API environment to mature, for path tracing techniques to be optimised for real time rendering, and also crucially, the development community needs time to learn this new paradigm, to figure out what gets the best results while using the hardware in the most efficient way.
 
A video showing considerable improvements in temporal stability with the latest dlss using the ultra performance preset, I don't think this is even the version nvidia were talking about with regards to boosting IQ either?


This is probably the biggest advantage of DLSS over FSR now, being able to update dlss yourself and not having to wait on amd or rather game developers to update to the latest version, if ever....
 
F1 22 computerbase thoughts on frame generation:


In F1 22, on the other hand, the AI algorithm seems to feel right at home, because when you're moving, you never notice that the graphics aren't exclusively calculated.

DLSS 3 in F1 22 thus achieves the best result to date that ComputerBase can attest to the new technology. The FG does not work error-free in F1 22 either, but the problems are also minor on screenshots - and then they disappear completely when moving.


This is probably due to the fact that the player camera in F1 22 is fairly static (movement only occurs through vibration, sudden braking, acceleration and steering, and then only to a small extent) and the other objects tend to move smoothly. Maybe this is a best case scenario for DLSS 3.

The latency is better than in other games​


The measurements of the PC latency (measured with Nvidia Frameview, the latency of the frame in the PC without screen output and control input) then indicate that Reflex is probably only active when DLSS is used with frame generation. If, on the other hand, only DLSS Super Resolution, another upsampling or the native resolution is active, Reflex seems to remain switched off. This shouldn't be taken as a fact, however, observations and comparisons with other games suggest it is. In any case, the developers should output Reflex as in all other games with DLSS 3 in the graphics menu.

Accordingly, the latency results for DLSS 3 in F1 22 are more positive than in other games. Frame generation still costs more latency than without, only with the native resolution does it look different with 72 to 81 ms - which is due to the fact that Reflex apparently only works with active FG. In the case of the native resolution, DLSS 3 in F1 22 improves the average frame rate, percentile FPS and latency accordingly. In the best case, the latency is also significantly less than if the same frame rate were applied without FG. So even in F1 22 the framerate with frame generation is worth less than the same framerate without FG because the animation framerate is improved much more than the latency.

In conjunction with DLSS Super Resolution, the PC latency with FG is then higher than without. FG increases latency by 17 percent for DLSS Quality and 27 percent for DLSS Performance. The discrepancy between the animation and input frame rate is therefore significantly larger here than without Super Resolution.




Also, F1 22 has finally got FSR 2.2, however...........


Overall, FSR 2 does not look better than FSR 1 in F1 22

Nvidia's DLSS 2.4, on the other hand, is in a completely different league in terms of quality. Even with DLSS 2 Performance, the game looks significantly better than with FSR 2 Quality and not too tight.

While hardly a fence flickers with DLSS Performance, the image flickers consistently with FSR 2 Quality. While the image is absolutely sharp in motion with DLSS Performance, details are lost with FSR 2 Quality. And with DLSS 2, there are no other types of great graphic errors in the game either. DLSS 2 often looks better than the native resolution, for example the image stability is clearly superior.

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So seems like if you want a quality solution, dlss is still worth "paying for" :p

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Obviously as stated, it is more an issue on the developers side than amds/fsr 2 side but this is where it appears that developers have to put in more effort in order to get the best from it where as dlss seems to be a bit more "plug and play" friendly, this is why the "over the fence" approach never works quite as well. As per github for FSR 2:


but because of FSR2 being fully open source there are multiple ways to implement it so the decision on how FSR2 implement it lies on game developers and their choices
 
Also, some new dlss 3/fg games/updates:









Seems like the momentum continues.....


EDIT:

Looks like the dlss 2.5.1 update is what nvidia were referring to in their "DLSS IQ improvements" article:

 
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Love to see it :cool:

Speaking of DLSS 2.5.1 image quality in Cyberpunk 2077, even though all quality modes received overall image quality improvements, in our conclusion we will be focusing mainly on Ultra Performance mode, as this very low internal resolution mode received the most significant image quality improvements. Originally, the Ultra Performance mode was created for 8K gaming purposes when RTX 3090 was announced, and other than with 8K resolution it wasn't producing an acceptable image quality even at 4K. As you can clearly notice in the 4K DLSS 2.4 Ultra Performance screenshots, the overall image is a mess, creating a lot of shimmering, aliasing and ghosting artifacts, some trees in the distance are washed out and that's only on the screenshots, in our side-by-side video you will see the whole picture. The DLSS 2.5 image has a lot more detailed overall image quality: the trees in the distance are stable and rendering their details as intended instead of being washed out, the shimmering is greatly reduced, thin lines and fine details are also more complete, stable and less aliased in comparison to the DLSS 2.4 image. In our side-by-side video, in the driving sequence, look closely at the bottom behind the car, you'll notice a significant reduction in ghosting artifacts as well.

With DLSS 2.5.1 image quality in The Witcher 3: Wild Hunt, the Ultra Performance mode has also received the most significant image quality improvements. As strange as it sounds, The Witcher 3: Wild Hunt is a more GPU demanding game with ray tracing enabled than Cyberpunk 2077, which is already not an easy to run title, so the image quality improvements for lower DLSS quality modes are more crucial for this game. The Witcher 3: Wild Hunt does not have a complex geometry of the world, like Cyberpunk 2077 has, so the benefits from the newest DLSS version are less pronounced. However, with the newest DLSS version you can still expect a significant improvements in vegetation stability and detail, the overall image has much less aliasing and shimmering issues in comparison to the DLSS 2.4 version when using low internal resolution DLSS quality modes, such as 4K Ultra Performance mode. The ghosting issues are also reduced and this is visible even on our screenshots, just take a closer look at swords behind Geralt in the 4K DLSS 2.4 and DLSS 2.5 Ultra Performance image.

This is where amd would have been better taking an approach similar to nvidia, how many games are and will be stuck on FSR 2-2.2 because developers won't go back and update them....
 
This is where amd would have been better taking an approach similar to nvidia, how many games are and will be stuck on FSR 2-2.2 because developers won't go back and update them....
DLL swapping isn't ideal either, especially if it's a multiplayer game and the anticheat steps in for 'messing' with the game. *glares at fatshark*
 
DLL swapping isn't ideal either, especially if it's a multiplayer game and the anticheat steps in for 'messing' with the game. *glares at fatshark*

True that but can't see any other way around it, people have suggested nvidia doing it from their end with driver updates but problem is, it's a game update that is needed so can't see how nvidia would "inject" the latest version into the game, same way amd can't unless they eventually can apply it as part of a game profile via the control panel..... but chances are if that was possible, we would have seen it by now.
 
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