After its big splash, today we're taking a second look at Nvidia's DLSS 3 technology to see what has changed and improved in previous games and new releases that have arrived with integrated support.
After its big splash, today we're taking a second look at Nvidia's DLSS 3 technology to see what has changed and improved in previous games and new releases that have arrived with integrated support.
No, it is not acceptable for such an expensive GPU to need these tricks to deliver the expected performance.
You realize rasterization itself is a series of clever tricks? Heck, so is ray tracing: it isn't doing a million rays per pixel as that would be stupid!No, it is not acceptable for such an expensive GPU to need these tricks to deliver the expected performance.
I'm really beginning to think that Tim Schiesser is a masochist. To go over something as uninteresting as DLSS 3.0 so meticulously has got to be about as fun as shagging your ear with a screwdriver.
You realize rasterization itself is a series of clever tricks? Heck, so is ray tracing: it isn't doing a million rays per pixel as that would be stupid!
Engineering is all about clever tricks.
I haven't seen to many defending frame generation. Just an FYI dlss 3 includes 1) frame generation 2) upscaling and 3) reflex. I would say that 2/3 features are useful. Do gamers need frame generation? No, but Nvidia will use it anyway to market it and gain or maintain mindshare. From trying frame generation via DLSS3 on, Cyberpunk, Hogwarts, Darktide and Plagues tail requim even with reflex enabled it still feels leaggy as f*** besides what the frame per second counter is reading. The only exception was Hogwarts where it allows reflex to be set to boost mode with rt on at native resolution with dlaa on but it's far from perfect. I believe Nvidia did a disservice by grouping everything together with DLSS3 because mostly everyone can agree frame generation is useless but some say find the reflex and upscaling techniques in some titles when set to 4k dlss quality and reflex set to boost mode is more useful.It's not that these expensive GPUs are not delivering expected performance based on their specs; It's the bullcrap that Nvidia is using DLSS3 to pad the numbers of what these GPUs can do to make them look better than they really are.
We've all seen those graphs Nvidia has pushed out, claiming upwards of 3x the performance of a 3090Ti (but in tiny writing at the bottom of the graphs it tells you that the Ada cards are using DLSS 3 and the Ampere aren't using anything other than basic rasterization performance). Marketing gimmicks at their best.
DLSS 3 is a waste, if you ask me, but I'm certain there are hardcore Nvidia fans that will defend it with their lives. Much like how people are like RT!!!! OMG! RT! Nvidia does it so well over AMD. The problem is, I don't know who to feel worse for: AMD for being behind what Nvidia can do when it comes to RT performance or for Nvidia for having dedicated cores for RT and they still stuck at it.
No, it is not acceptable for such an expensive GPU to need these tricks to deliver the expected performance.
DLSS 2.x quality at 4k, still looking better than most TAA implementations, thanks for asking. perhaps it's being said less because more and more people accept it as true.Seems like the diehard DLSS fanboys are finally slowly giving up on "upscaled image can look better than native".
And that's the catch-22... The best benefit is provided when fps is already high enough that it's not needed.DLSS3 is still only viable if you've got a decent framerate to begin with. In a single player game, I'm OK with 60 FPS and VRR to prevent tearing. Nvidia is still using smoke and mirrors to cover the fact that RT is not ready for prime time on the 3rd generation of RTX cards.
So the edges are less jagged great but everything else is blurry and introduces artifacts and clipping. Thanks for askingDLSS 2.x quality at 4k, still looking better than most TAA implementations, thanks for asking. perhaps it's being said less because more and more people accept it as true.
For such a gimmick, it's funny for the rest of the industry to be so intent to follow.
For example, in Hogwarts Legacy we used the tried and true method of replacing the DLL file with a more recent version, updating it from DLSS 3 v1.0.3 to v1.0.7. In this title the UI issues were largely resolved after applying this manual update,