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

Soldato
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That's XeSS 1.1, there have been 2 version updates since then, does the same still apply to the current version? You can swap out the dll with XeSS in any game just like with DLSS.

At the same render resolution as the previous iterations, XeSS 1.3 is still slower than FSR2 and DLSS2 and there is hardly and improvement from Xess 1.2. This is why Intel seems to have tried to pull a fast one and renamed their settings.
 
Caporegime
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Pretty much my experience too, better of not using FSR FG in this since it doesn't provide the benefits you would expect to see with higher fps. Reminds me of avatar where it does not look/feel like a higher fps. Hopefully a patch or 2 will solve the issues, for now, will stick to 75-80 fps without FG.
 
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Caporegime
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Avatar never really fixed the fsr 3 issues either so don't expect it to be fixed here.

It's inherently an fsr issue it seems.

Seems to be down to the Devs implementation, the mod/injected version works very well in games I've tried, it's just the official integrations which are very hit and miss, more often miss...
 
Caporegime
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As expected, use dlss for the best overall experience :)

 
Caporegime
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how do you know what version of DLSS you are getting in a game, i assume my 2070 super can only manage 2.0 at best

The dlss file is in game directory so you can view details but best and easiest way is to use https://github.com/beeradmoore/dlss-swapper

This way you can upgrade your dlss.

20xx can use the newer 3.x.x of dlss upscaling too.
 

mrk

mrk

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It's a preview release, does that mean installing the new NV driver beta will allow DLSS usage through DirectSR if the DirectX 12 API update is also installed? There's no real instruction on how to check it/enable it given it says works with all DX12 games currently.
 
Caporegime
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“We already use AI for neural graphics, and we can generate pixels based off of few input pixels (Editor’s Note: that’s DLSS 2). We also generate frame between frames – not interpolation, but generation (Editor’s Note: that’s DLSS 3). In the future, we’ll even generate textures and objects, and the objects can be of lower quality and we can make them look better.”

My guess is that NVIDIA may evolve NTC so that it can improve the quality of textures. This appears to be the next step for DLSS. Then, in DLSS 4 or DLSS 5, they could allow it to improve – or even create – high-quality versions of low-quality objects. Imagine it as a new way to make objects look smooth and round without any rough, polygonal edges. Or at least that’s what I’m getting from Huang’s comments.

:cool:
 
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TNA

TNA

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:cool:

Almost guaranteeing mrk won't stick with his 4090 now (assuming the feature is locked to 5000 series). I mean he is already talking about wanting a Kingpin card, so he is getting himself ready :p:cry:

What he should do is sell his 4090 to me for £999 when he upgrades. That way I win two bets in one :cry:

Would not mind driving down to his place to see his setup and see how he moves his mouse about in person. Whenever I watch his videos the way he moves the mouse about always looks unnatural :p
 
Caporegime
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Almost guaranteeing mrk won't stick with his 4090 now (assuming the feature is locked to 5000 series). I mean he is already talking about wanting a Kingpin card, so he is getting himself ready :p:cry:

What he should do is sell his 4090 to me for £999 when he upgrades. That way I win two bets in one :cry:

Would not mind driving down to his place to see his setup and see how he moves his mouse about in person. Whenever I watch his videos the way he moves the mouse about always looks unnatural :p

It will be another very sought after RTX feature if it works anywhere as well as upscaling, hdr, reflex, frame gen etc. Hopefully it won't be locked to 50xx if it is working of the same methods as what dlss does already. Will be interesting to see how it impacts vram usage as if using higher res. textures then in theory it should increase but at same time, it sounds similar to the way dlss works with rendering at a lower res to upscale to a higher res. which in returns reduces vram.
 

mrk

mrk

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But without the GPU impact that tessellation had since it's AI driven now just like how Ray reconstruction takes off a shedload of GPU time by replacing multiple RT denoisers from any given scene with a single AI pass instead that does it better and faster.
 

mrk

mrk

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Irrelevant. It makes the process more efficient whilst also greatly reducing the RT latency, improves the quality and slightly improving the performance. That's all that matters.
 
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