• Competitor rules

    Please remember that any mention of competitors, hinting at competitors or offering to provide details of competitors will result in an account suspension. The full rules can be found under the 'Terms and Rules' link in the bottom right corner of your screen. Just don't mention competitors in any way, shape or form and you'll be OK.

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

Runs like ****, looks like ****. But don't worry, give it a few patches and it will run sweet on a 3080!

:cry: :cry: :cry:

Or just buy a ££££ with more vram to brute force through issues, oh wait, even that won't work now..... :cry:

This is exactly why I didn't go with any gpu this gen, they are all going to **** the bed with UE 5+, no amount of vram will save it either, going to have to rely 100% on frame generation and if your base fps is <50 fps, well have fun :cry:
 
Last edited:
  • Haha
Reactions: TNA

NVIDIA claims that Ray Reconstruction has been trained on five times more data than DLSS3. It has been trained to incorporate additional game and software engine data, recognize various ray-traced effects, distinguish between good and bad temporal and spatial pixels, and preserve high-frequency data for upscaling.”


In short, Ray Reconstruction will improve the visual quality of ray-traced global illumination, shadows, reflections and ambient occlusion. As such, by using it, we can get better RT visuals with a slightly improved performance. It’s a win-win scenario for games that support both Ray Tracing and DLSS.

n9Hb5UU.jpg


You love to see it :cool: Nvidia constantly innovating and leading the way! :D
 
Last edited:
Ray tracing at native looks exactly the same on Nvidia and AMD so sorry you are incorrect, unless AMD is making the same mistake Nvidia is. I have not seen a single game where Ray Tracing looks different between Nvidia and AMD

Amd actually has shown in the past across a few titles to have issues with rendering ray tracing correctly on launch (even for their own sponsored titles like FC 6) they were fixed with either game patches or/and amd driver updates.
 
Last edited:
I think it's just bugs like they couldn't run Ray tracing in ratchet and clank but assuming there is no bugs they look the same on both

Bugs or not, there was definitely issues with amds representation of ray tracing. Was posted way back in the usual threads and even using matts own footage, you could see there was clearly an issue with fc 6 before game or/and amd drivers arrived.
 
Funny how they never give a direct answer about this when asked directly a few weeks back hence why HUB and all created videos around it calling out amd too and now all of a sudden they come out with a clear statement and avatar (amd technical sponsorship) will all of a sudden have fsr and dlss, something tells me the amd PR department have been busy ;) :cry: :D


This is what happens when people call out dodgy ****, it forces companies to act, well not so much for nvidia since they have the market by the balls :p

Was for the best from amds POV as it was clear they were getting a lot of negative press over it and with the way your man kept going on about "every gamer should have a choice", "every gamer should have access to xxxxxxx" etc. kind of came across as more like reassurance on their "open source and community driven" approach as what they were doing along with their lack of support towards streamline was/is completely contradicting themselves and their mission statement.



Looks like dlss 3.5 and streamline sdk now added so hoping this means we'll get a .dll to drop into games soon!



Changes from NV developer site:

  • DLSS Frame Generation: Auto Scene Change Detection - Improves Frame Generation image quality during fast scene changes
  • DLSS Ray Reconstruction: Enhances image quality by using AI to generate additional pixels for intensive ray-traced scenes. Please contact your NVIDIA account manager for early access, or sign up to be notified when its publicly available here: https://developer.nvidia.com/rtx/dlss/notify-me
  • Bug Fixes & Stability Improvements
The github has more info about "Auto Scene Change Detection", sounds like it should automatically get used if the devs provided Streamline with correct camera data, so maybe can work on older games too.
 
Last edited:
Never tried this before, how do you actually install it'? Just run the setup batch file?

For the links I have given, it's for developers to do. If you're referring to the .dll file you can drop into games to upgrade from older versions of dlss, you just have to dll from techpowerup and copy and paste into the game folder directory where the dlss .dll file is.
 
Just tried out dlss 3.1.5 in cp 2077 and it is noticeably better on performance mode, pretty much the only area where there is a noticeable hit is with the ray tracing reflections but that will be soon resolved/improved with ray reconstruction :cool:
 
Interesting that DLSS-Swapper doesnt seem to work on my machine. I've tried a couple of different version on the github release page - both install ok but neither load and show the UI. After a few seconds the process quits in Task Manager. Dunno what's going on there. DLSS is easy enough to update manually though, thankfully.
UAC blocking it maybe?
 

In Immortals of Aveum, the FSR 2.2 implementation use a sharpening filter in the render path without the ability to tweak the sharpening values through a separate slider. The game is using a high sharpening value set by the developers, which might look slightly oversharpened in some sequences, especially at lower resolutions, however the sharpening filter does not cause any negative side effects or artifacts during gameplay. The TAA and DLSS implementations do not use any sharpening filters in the render path.

The in-game TAA solution has very poor rendering of small object detail—thin steel objects and power lines, incomplete and shimmery small particle effects, tree leaves, and vegetation in general. The TAA solution also has shimmering issues on the whole image, even when standing still, which are especially visible at lower resolutions such as 1080p. All of these issues are resolved when DLSS is enabled, due to a superior anti-aliasing solution. With DLSS 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 particle effects in different variety of magic abilities are rendered more stably, correctly and completely in all Quality modes.

The FSR 2.2 implementation comes with noticeable compromises in image quality—in favor of performance in most sequences of the game. Although FSR 2.2 does not cause excessive shimmering and flickering on vegetation, tree leaves and thin steel objects, as we've seen numerous times in games that we've previously tested, Immortals of Aveum has a lot of variety of magic abilities on screen and FSR 2.2 simply fails to properly reconstruct the details in these small particle effects. With FSR 2.2 enabled, almost all in-game magic abilities have an incomplete look with shimmering and small ghosting issues, especially visible in motion, compared to the native TAA solution and DLSS. The anti-aliasing quality is also inferior, as the overall image has more jagged lines in motion, especially visible on small particle effects during combat and in vegetation.

The NVIDIA DLSS Frame Generation implementation isn't perfect in this game, as it has a quite significant issues—extreme jittering and ghosting issues in on screen UI elements, such as the players crosshair, health bar and subtitles. Immortals of Aveum is a fast paced action game, so when using any temporal upscaling solutions, the temporal stability of the image is key to enjoyable gameplay, but during combat with such a large amount of ghosting and jittering issues in the DLSS Frame Generation image—it would be simply unusable for most players. It is disappointing to see, as this Unreal Engine 5.1 game is very demanding on the GPU and DLSS Frame Generation provides a very good performance boost across all resolutions in GPU limited scenarios. Also, you can't enable DLSS Frame Generation without enabling DLSS Super Resolution first, which is not an actual technical requirement.

Speaking of performance, compared to DLSS, FSR 2.2 has slightly smaller performance gains across all resolutions, while also producing more image quality issues compared to other available temporal upscaling techniques. Overall, the DLSS and FSR 2.2 performance uplift at 4K and 1440p is a great improvement to the game. With DLSS Super Resolution in Quality mode and DLSS Frame Generation enabled, you can expect more than doubled performance at 1440p and 4K, and during our testing we haven't spotted any issues with input latency.

TPU might as well just use a template for these upscaling comparison articles now! That's me assuming they aren't already.... :D
 
Last edited:
DLSS 3 FG is completely busted in this game - I'm amazed it was released in that state.

Yeah sadly frame generation is a bit hit and miss. I wonder how much of it is down to the end user settings too as there is no clear guide on how to run it best e.g. a lot of people use low latency setting in nvcp and fps limiters with rivatuner/nvcp when apparently these cause issues and the only thing which should be turned on is vsync in nvcp along with reflex in game and no external fps caps.
 
Back
Top Bottom