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


Ooooooooooooooooooof!

Once human getting dlss etc. Great news as the native aa is bloody awful.


Reflex making a massive difference too, you love to see it:

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Just installed RDR2 but this time on EPIC store because Rockstar launcher is the devil and doesn't let you swap out the DLSS dll files.

Ultra settings at native vs DLSS Perf and Quality is quite a good comparison in this game. given it's purely raster/screen space

*Edit, updated with inclusion of FXAA/TAA/MSAA too. This just demonstrates how inefficient MSAA/SSAA were back in the day. 60fps raster with 4xMSAA :eek:

Look at the tree branches especially, the native render is more jagged with some branches even missing, whereas DLSS is able to reconstruct them even on Performance (link updated, new scene has no nearby tree). Some of the BG does look sharper when pixel peeping on native though, but that's due to no AA being applied, turn on TAA/MSAA in this game and they become blurry. I think the DLSS output loks the most authentic.

The game will be locked to 120fps to maintain whisper quiet GPU noise though given the pacing of this sort of game :p

TAA High looks very good though.
 
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Rdr2 was the only game that used to cause my GPU coilwhine so I used that to test it. So when I got my fourth 4090 and it didn't make a noise I knew it was the one.
 
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No coil whine here :p

I tried so many games and it was only the rdr2 Benchmark that caused it, really weird.
This is another reason I'm not really that excited about upgrading the card because I'm going to have to go through all that ******** again. And this one will happily boost to 2850+ at 80% PL.
 
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Digital Foundry #178 on talk of upscalers etc:

... the combination with DLSS and Ray Reconstruction and all those high ray tracing features, it just produces an image that's so stable... it just reminded me like man, this is what it's like to have high end graphics but without all the instability of all these temporal reconstruction techniques like... Nvidia's solution right now is so good that it kind of gets right of most of those artefacts to some degree...


Obviously it ultimately boils down to implementation, since RR is a bit broken in Star Wars and needs to be fixed by Ubisoft, so not exactly a fault of the tech.
 
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Skip to 1:59:04 - They answer a viewer question as to why a 4090 no longer runs games at native 4K, a topic we HOTLY debate in this forum a lot, and their answer, especially Oli's is exactly what I've been saying for ages now. That people need to reclibrate their brains because engine tech is built for upscaling to be used since these games are now pushing RT/PT envelopes and the only way to realise these at high res with 60fps+ is through using upscaling and FG tech - And DLSS offers near native quality results in most games now.

You literally have to pixel peep to see any (if at all) difference. Star Wars is used by DF as an example but John isn't looking at it from a bugged implementation POV here with that game as RTXDI and RR are both broken in it.
 
Skip to 1:59:04 - They answer a viewer question as to why a 4090 no longer runs games at native 4K, a topic we HOTLY debate in this forum a lot, and their answer, especially Oli's is exactly what I've been saying for ages now. That people need to reclibrate their brains because engine tech is built for upscaling to be used since these games are now pushing RT/PT envelopes and the only way to realise these at high res with 60fps+ is through using upscaling and FG tech - And DLSS offers near native quality results in most games now.

You literally have to pixel peep to see any (if at all) difference. Star Wars is used by DF as an example but John isn't looking at it from a bugged implementation POV here with that game as RTXDI and RR are both broken in it.

And as evidenced by multiple sites including df, dlss is often shown to be beating native Res too. Really is incredible stuff.
 
Skip to 1:59:04 - They answer a viewer question as to why a 4090 no longer runs games at native 4K, a topic we HOTLY debate in this forum a lot, and their answer, especially Oli's is exactly what I've been saying for ages now. That people need to reclibrate their brains because engine tech is built for upscaling to be used since these games are now pushing RT/PT envelopes and the only way to realise these at high res with 60fps+ is through using upscaling and FG tech - And DLSS offers near native quality results in most games now.

You literally have to pixel peep to see any (if at all) difference. Star Wars is used by DF as an example but John isn't looking at it from a bugged implementation POV here with that game as RTXDI and RR are both broken in it.
Truly so, and I cant belive all the bit*ng from so many - So Called Pc - gamers. Pc gamers used to had a brain. These days it seems to have all gone to hell..LOL!
I mean, how hard is to get that - tech progress and we allways need better HW. And since RT allways been the holy grail, we cant Expect to get it all for free right!

Seems many pc gamers should try to grow some braincells aka start to think a little and learn some more. But hey here we are in the ********* of all these buggers :/
 
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Upscaling:

Star Wars Outlaws has a very dense and detailed game world, surrounded by different varieties of trees and vegetation which are always in motion due to dynamic winds and other weather effects. These game world conditions create additional pressure for upscaling algorithms and not all upscaling solutions handle this well:
  • The FSR 3 implementation has visible pixelation in moving vegetation and tree leaves with heavy disocclusion artifacts, mainly around the main character in motion. The pixelation and disocclusion artifacts are the most visible and distracting when driving a speeder, and when aiming down sights during combat. The FSR 3 image also has a degraded quality of particle effects, such as neon signs, laser effects, fire and explosion effects, waterfalls and water effects in general. On a positive note, the FSR 3 image is free of ghosting or smearing artifacts.
  • Unfortunately, in this game the XeSS 1.3 implementation in its DP4a mode does not work correctly on any quality mode except "Ultra Quality." The overall image on XeSS "Quality" mode and below is extremely pixelated, aliased and jittery to the point that we think that the built-in antialiasing just isn't applied at all. The difference in antialiasing quality between XeSS "Ultra Quality" and "Quality" modes is even visible in our screenshots across all resolutions. Also, even with XeSS "Ultra Quality" enabled, the image is still noticeably softer compared to FSR 3 or DLSS in "Quality" mode. Something is definitely wrong with the XeSS 1.3 implementation in this game, and it needs to be fixed as soon as possible.
  • The DLSS Super Resolution implementation is the only upscaling solution that is stable in motion in this game. It is free from pixelation in moving vegetation, we didn't observe any ghosting or smearing artifacts. The particle effects are rendered with a stable level of detail without any breakups in motion, providing a more comprehensive and immersive presentation, when compared to FSR 3 or XeSS 1.3 solutions.

Frame gen:

  • As this game is not using version 3.1 of FSR and players are limited to FSR upscaling only the base image, enabling FSR 3 Frame Generation with FSR upscaling will exaggerate the pixelation and disocclusion artifacts to be even more visible during gameplay, especially during combat. To alleviate any concerns over the GPU hardware used, we tested FSR 3 upscaling and Frame Generation using not only a GeForce RTX 4080 GPU, but also a GeForce RTX 3080 and Radeon RX 7900 XT, to see how FSR 3 upscaling and Frame Generation would perform on different GPU architectures—the results were identical.
  • The DLSS Frame Generation implementation in Star Wars Outlaws is excellent, producing a stable image without any jittering issues on the in-game on-screen UI. Small particle effects, such as rain, dust or laser effects, are rendered correctly, even during fast movement. During our testing, overall gameplay felt very smooth and responsive, we couldn't spot any issues with input latency. However, there is a downside when Frame Generation is enabled. While it's not directly related to the gameplay, it's still distracting. When the game transitions to cinematic cutscenes that are locked to 30 FPS, there's some stuttering for a few seconds.

Ray reconstruction:

DLSS Ray Reconstruction in Star Wars Outlaws greatly enhances the quality of RT effects, producing improved details in RT reflections across all resolutions, especially in motion, which results in increased sharpness of reflective materials. The direct and indirect lighting with Ray Reconstruction becomes more responsive, and the quality of the lighting is noticeably more accurate and realistic, greatly improving the overall experience. Also, overall temporal stability and visual clarity on thin objects and other finely detailed items is significantly improved, eliminating distracting artifacts during gameplay. The technology also provides a slight performance boost when combined with "Ultra" RT. However, there is one noticeable downside in image quality with Ray Reconstruction enabled—it's the ghosting and smearing artifacts on moving NPCs in the distance, which might be a bit distracting for some people.

Important to note is that the DLSS Ray Reconstruction implementation in Star Wars Outlaws is designed to run primarily in conjunction with "Ultra" RT option and/or RTXDI:
  • Enabling DLSS RR on "Low" or "High" RT preset will lead to a massive 20-30% performance drop.
  • Enabling DLSS RR on "Low" or "High" RT preset + RTXDI will lead to a 10% performance drop.
  • Enabling DLSS RR with "Ultra" RT preset will boost your performance by 3-5%.
  • Enabling DLSS RR with "Ultra" RT preset + RTXDI will boost your performance by up to 15% compared to DLSS RR Off.
 
Upscaling related:

My beloved CRT :D. It is often overlooked, the fact that flat panels don't scale different resolutions as well as CRT did + you need a lot more frames for the same perceived motion clarity on flat panel. The motion clarity issue means we pay far more for a gpu for the same quality (60fps on IPS is blurry, choppy on OLED, best on CRT).
 
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That's where VRR comes in though, but yes the sharpness and clarity of OLED is unmatched, the motion of CRT is unmatched (to a degree, OLED is close enough now to not matter much).
 
VRR doesn't really fix the downfall i am describing. 60hz on a crt feels like 120+ on a flat screen. Vrr doesn't make this any better, just removes lost frames from vsync = still need much more gpu grunt for the same perceived motion quality. For motion, i haven't tried 480 oled with bfi, but up to 240hz oled, it still noticeably lags behind a CRT i occasionally use (maybe i am supper sensitive, or people really forgot just how good it can be). The colour reproduction especially at near black is also still superior on CRT.
 
The colour reproduction especially at near black is also still superior on CRT.
Only if the CRT is still of sufficient age. All CRTs today are now old and over-used. The CR tubes inside a CRT lose their performance as time goes on which results in output quality not being consistent over the years due to the way a CRT works. Fire up an 80s or 90s TV or CRT monitor today and you will see all the tells of a screen that is fatigued, focus issues, colour issues, contrast issues...

If it's had very little use then sure it will be good still, but a modern OLED will walk over it in all areas other than motion smoothness. I don't include scaling in that because many OLED screens now have excellent scalers and CRTs are inherently blurry, since modern games are developed for flat panels, they will just not look sharp enough on a CRT so the technology really is antiqued by the nature of what it is so really this whole debate is pointless because a CRT has no place in modern gaming as the engines are not designed for them.

An LCD panel such as IPS does not have this issue as long as it's using an LED backlight instead of early LCDs that had CCFL backlights. OLED panels don't have this issue either though it can be argued individual OLED pixels can degrade, but that has yet to manifest as loss of colour accuracy over time, just screen burn. OLED is just better at colour reproduction, which is why today in 2024 we have factory calibrated OLEDs that are near enough industry grade colour accurate for D65 SRGB use out of the box. This hasn't been the case before with displays, I worked in a photo studio editing for the lab where we only used the latest Eizo CRTs and they needed to be calibration checked and adjusted every month because of the volume of use they had at least 5 days a week for at leats 7 hours each day.

Fact of the matter is that tubes age, and back when CRTs were mainstream, they were used a lot.

OLED is the immediate future and we are seeing the benefits right now, there are a few things that will be ironed out as the generations evolve like VRR flicker and burn-in, but other than that we are now seeing 480Hz panels with 1440p resolution, and 1000Hz won't be far away, as many are calling 1000Hz OLED the holy grail to get true CRT motion clarity with all the advantages of OLED as mentioned

Actually Micro LED is the long future, but currently they are super expensive and a niche in the professional world. That will change over time though.

Currently Samsung Micro LED displays can be bought, smallest size is 89" and will cost a mere $109,000

 
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