Nvidia RTX DLSS/Ray Tracing Discussion

I have to say that I have a lot of respect for DLSS as it enabled me to crank everything in Exodus Enhanced to the maximum.

Except for the odd ghosting, phenomenon such as pictures on walls popping in suddenly and distant flags seeming to flutter at a slower framerate DLSS is a good trade off to get RTX effects maxed out. The lighting and shadows in this game are superb.

The flags fluttering at a slower framerate is due to Metro's LOD. Can't control it unfortunately. It's saving processing power by having the things faraway render with a framerate cap.

I'd say the pictures popping in suddenly are also LOD related. Easy test would be turning DLSS on and off. I don't believe there's a setting for LOD directly .. probably an oversight from the game being on console.
 
I have to say that I have a lot of respect for DLSS as it enabled me to crank everything in Exodus Enhanced to the maximum.

You know it's a transformative feature when it forces their competition to offer something similar to compete.

Still would like to see things improve by tackling the performance hit with denoising, improve upon the artifacts at times with Ray tracing, improving more on subtle abilities like particles, and strong lighting and color contrasts

The title where Dlss shined the most to me was in Horizon Zero Dawn where 4k Dlss performance mode was clearly better overall than Native 4k+ taa
 
I have to say that I have a lot of respect for DLSS as it enabled me to crank everything in Exodus Enhanced to the maximum.

Except for the odd ghosting, phenomenon such as pictures on walls popping in suddenly and distant flags seeming to flutter at a slower framerate DLSS is a good trade off to get RTX effects maxed out. The lighting and shadows in this game are superb.

Yes, it's an excellent tool.
 
for anyone that doesn't want to watch a 30+ min video this is the tldw

after testing dlss 3 over the last week or two I have come away with mixed feelings.
I don't think dlss 3 is the disaster that dlss 1.0 was but it's clear that dlss 3 is providing a narrower set of improvements then dlss 2 which is a widely versatile technology that delivers benefits to nearly all geforce rtx owners.

dlss 3 has a more limited set of use cases where gamers will benefit making it more niche then the excellent dlss 2.

dlss 3 will be of benefit to you provided you meet a few criteria

1. before enabling frame generation you need to already be rendering the game at a decent frame rate in the 100 to 120 fps range.
2. you'll need to have a high refresh rate display, ideally 240hz or higher.
3. you'll need to be playing a game that is slower paced and not latency sensitive like a single player title.
 
before enabling frame generation you need to already be rendering the game at a decent frame rate in the 100 to 120 fps range.

so what is the point ?

damn the image quality, full speed ahead we must win those benchmarks :hmm:
 
The hud corruption is pretty bad. If that can't be fixed then I wouldn't even consider using DLSS3. That wasn't an occasional glitch but seemingly a constant one that was very distracting.

It's strange because in the F1 footage the text on the cars clearly was reproduced properly, so I guess it's either because the hud text has no motion vectors or it's very thin with a more variable background?
 
I just tried DLSS3 in MSFS2020 and at first it was a stuttery, glitchy, tearing mess. :hmm:

I then forced vsync in control panel as per Digital Foundry's suggestion, and began to raise render resolution until fps stayed below max refresh rate. At 140% render resolution with every setting maxed DLSS3 hovers around the 100 fps mark and the results are absolutely fantastic. :O It's smooth as butter and so fluid it's unbelievable. Looks amazing. :drool:

That said, it's not perfect, but is a 99% improvement over the default experience of DLSS3 with no vsync and fps over max refresh. What a transformation from those two settings. Incredible.

I am very impressed, this tech has a lot of potential.
 
It seems any kind of CPU limitation causes poor frame times with the odd skipped frame, but as soon as GPU load is increased and becomes the limiting factor, DLSS3 is smooth as butter.

At 4k 150% render res it was playing beautifully at 80-90fps and practically artifact free, but LOL was drawing 550W according to afterburner! I heard a little buzzing from somewhere (psu? gpu coil whine?) and jumped out lol. Seemed dangerous.. but I wanna do it again :evil:
 
It seems any kind of CPU limitation causes poor frame times with the odd skipped frame, but as soon as GPU load is increased and becomes the limiting factor, DLSS3 is smooth as butter.

Interesting. We need more games (besides just ONE) patched to try out this feature.

DLSS3 "list" to come:
A Plague Tale: Requiem
Atomic Heart
Black Myth: Wukong
Bright Memory: Infinite
Chernobylite
Conqueror’s Blade
Cyberpunk 2077
Dakar Rally
Deliver Us Mars
Destroy All Humans! 2-Reprobed
Dying Light 2 Stay Human
F1 22
F.I.S.T.: Forged In Shadow Torch
Frostbite Engine
Hitman 3
Hogwarts Legacy
Icarus
Jurassic World Evolution 2
Justice
Loopmancer
Marauders
Microsoft Flight Simulator
Midnight Ghost Hunt
Mount & Blade II: Bannerlord
Naraka: Bladepoint
Nvidia Omniverse
Nvidia Racer RTX
Perish
Portal with RTX
Ripout
S.T.A.L.K.E.R. 2: Heart of Chornobyl
Scathe
Sword and Fairy 7
Synced
The Lord of the Rings: Gollum
The Witcher 3: Wild Hunt
Throne and Liberty
Tower of Fantasy
Unity
Unreal Engineer 4 & 5
Warhammer 40,000: Darktide
 
FS2020 is inherently CPU bound too, so I suspect most other games will respond much better, in the sense it will be easier to make them GPU limited.

On another note, dopped the OC, power limit and voltage back to stock and was achieving a very similar and fluid experience in the 450w range. 550w and over seems a tad excessive for a bit of gaming.. the heat coming out of the PC was immense.
 
Gsync appears to be working with DLDSR in Doom Eternal. Running at 5760x2400 DL with ray tracing tweaked to apply to all surfaces locked at 140fps. Incredible. :drool:
 
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