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Will DLSS 3 add latency ?

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My understanding is that DLSS 3 will essentially interpolate between 2 ‘properly’ calculated frames and add in and display between them some interpolated frames … there by displaying more fps overall .. great idea.

But, in order to do that, it needs to calculate the later frame its going towards, then figure out the in between interpolated frames, display them, then finally display the calculated later frame. That will surely add latency into the display compared to simply displaying the later frame when it was originally calculated.

Admittedly, at high fps, its not much time between frames, but looking at the demo on the presentation, the original source was ~25fps (40ms/frame) boosted to 100+fps when you play at that wraps rate, there is a lot of inherit latency, and to wait for that latter frame to be reached via interpolated frames between is going to add more still surely, as in another 40ms ? So the display latency could be 80ms overall even though your seeing 100fps.

Or have I understood it all wrong?
 
Having a quick look about, articles suggest reflex reduces latency in good cases up to about 50%, and I assume normally less elsewhere. So it’s not going to fully address the doubling of latency created by waiting to display the current frame after the interpolated ones.

I suppose it’ll really depend on the game type though.
 
When comparing the 60fps against the DLSS3 frame picture above, there is a clear difference. However, DLSS3 blurb seems to be that the ‘calculated’ frame is a qtr resolution upscaled to full size … so it’ll have the same sort of artefacts within it from the upscale as what the generated frame will have. I’m going to guess that the footage will consistently be artefacted rather than alternating between clear / artefacted.

The issue then being whether the artefacts are acceptable during play I suppose.
 
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