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The RT Related Games, Benchmarks, Software, Etc Thread.

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Nvidia usually does not post trailers for games that are not Nvidia sponsored - so I would say that means there is a very high chance that 2042 will be an RTX rayvtracing and dlss game
 
I tried the 2.2 nvngx_dlss.dll in Cyberpunk 2077 and I'm pretty positive it improves the image sharpness.

Got a guide on how to do this?


Does seem like 2.2 is a huge improvement going by the reddit threads for rainbow six siege, lots of people saying the motion is fantastic too.
 
Some limited further testing of 2.2 (on Cyberpunk) seems to show improvements on trailing blur type artifacts (I used to seem them in the elevators in V's apartment complex) - there's definitely some tangible image quality improvements in DLSS 2.2.

*Edit* Interesting that at present DLSS updates are being distributed with games rather than the Nvidia drivers - I'd hope this changes in the future so that a driver update will improve all your games rather than having to manually swap out DLLs.
 
Just tried it with cyberpunk there as that is the game where I noticed the most motion issues and wow, very impressed!

- definitely sharper/clearer, however, maybe some over sharpening going on
- motion there is definitely less trailing in the car taillights etc.
 
I've been using it with Control Ultimate Edition on Steam where it feels like there is less noise playing at 1440p and DLSS Quality.

 
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I think the main ghosting issue was a bug and fixed with a patch not too long after release iirc?

Possibly - I was just re-iterating what I'd read on the Nvidia subreddit. I've tried Metro Exodus Enhanced now though and it was looking and running great before and still is so there's certainly no downside so far to swapping out the DLSS dlls for the latest versions.
 
It is funny to see so many believers in the neural networks: "Its great to see that nvidia is still improving and training the neural network, this bodes pretty well to the future of dlss." when in fact they probably only reduced the temporal accumulation percentage in the whole process. :D
 
Alex from DF also talks about big improvements with the DLSS. It is fascinating to see that a tech that was so close to native and many times even better than native, can still improve. :D
How come he never talked about DLSS downsides before? DLSS was always perfect and better than previous version.

If you ask me DLSS just became more FSR like because before it was more TSR like. That's why there is less ghosting, there is a chance that it has something to do with the FSR release, Nvidia dodging a bullet and focusing more on the spatial upscaling than on the temporal.
Or it is just a big coincidence that they fixed their temporal problem right after TSR release and just before the FSR release, after many months where they couldn't find a solution. :)
 
Alex from DF also talks about big improvements with the DLSS. It is fascinating to see that a tech that was so close to native and many times even better than native, can still improve. :D
How come he never talked about DLSS downsides before? DLSS was always perfect and better than previous version.

If you ask me DLSS just became more FSR like because before it was more TSR like. That's why there is less ghosting, there is a chance that it has something to do with the FSR release, Nvidia dodging a bullet and focusing more on the spatial upscaling than on the temporal.
Or it is just a big coincidence that they fixed their temporal problem right after TSR release and just before the FSR release, after many months where they couldn't find a solution. :)

Got a link to where Alex has shared his thoughts on dlss 2.2?


There is always room for improvement, like anything in life.

No one ever said dlss was better in "everyway" nor "perfect" either, it was better in "many ways" as stated before by all technical outlets such as HU, GN, DF, oc3d etc. and largely all for the one main reason below:

- offered superior AA to the usual methods i.e. TAA, MSAA, SMAA etc., which meant the end result often is perceived as being better than "native AND TAA/MSAA/SMAA because there were less artifacts such as aliasing, shimmering, jaggies)

DF have pointed out the issues with dlss many times before too, especially dlss 1.0, which they rightly slammed. Also, it was GN who often used the term "better than native", must be nvidia shills though..... ;)

Does it really matter how nvidia achieve it? Same way does it matter how amds fsr gets to the end result? As long as the end results are good, that's what matters.
 
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Got a link to where Alex has shared his thoughts on dlss 2.2?


There is always room for improvement, like anything in life.

No one ever said dlss was better in "everyway" nor "perfect" either, it was better in "many ways" as stated before by all technical outlets such as HU, GN, DF, oc3d etc. and largely all for the one main reason below:

- offered superior AA to the usual methods i.e. TAA, MSAA, SMAA etc., which meant the end result often is perceived as being better than "native AND TAA/MSAA/SMAA because there were less artifacts such as aliasing, shimmering, jaggies)

DF have pointed out the issues with dlss many times before too, especially dlss 1.0, which they rightly slammed. Also, it was GN who often used the term "better than native", must be nvidia shills though..... ;)

Does it really matter how nvidia achieve it? Same way does it matter how amds fsr gets to the end result? As long as the end results are good, that's what matters.
No it does not matter how Nvidia achieve better quality and it may not be the case that they reduced the temporal factor and it is just a coincidence. What is annoying for me is the trust people are having in AI ( neural networks ) and how they attribute every improvement to them, when in fact it may not be the case.

DF never talked about the ghosting. They never talked about the lower quality while in motion. Like they never talked about the difference between ray traced reflections on native res vs ray traced reflections on DLSS. UE5 comes with TSR and they notice the lower quality while moving, right away. A console game with RT is launched and they notice the lower RT reflections right away. For example in WD Legion they measure the RT reflections res on PC, the RT reflections res on consoles and they conclude that PC is much better, which is most likely true. But they never measure the RT reflections res when DLSS is on.
 
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