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Originally Posted by Nunz
(Post 1338121611)
RTX doesn't work with the resolution scaling available in Metro options? Because HWU seems to have it working fine. Custom resolutions are a thing of the past, almost every modern game engine is offering resolution scaling as part of graphic options.
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Metro won't allow RTX/DLSS together outside of their supported resolutions. Thats why their comparisons were DLSS only.
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It has the potential, yes. DLSS may look better in Port Royale but that is a scenario that is exactly the same every time. No game will ever offer that and it's impossible for DLSS to perform the same way it does in a synthetic benchmark as actual real-world gaming. DLSS 2x may be the way of the future, sure.
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For Port Royale, they got DLSS working up to snuff. With a full game, they are going to need alot more processing time.
Keep in mind regular AI upscaling on static images (nothing to do with Nvidia) takes hours/ DAYS with supercomputing. So for a full game that will be ambitious. That's why we will see further patches as the months go by for DLSS with more and more training time and probably why we saw **** results at first because they wanted to get something out.
Remember the neural network isn't running a single algorithm. Otherwise that would just be regular AA. The reason DLSS runs on tensor cores because it needs to run the AI for whatever area/scene you're in.
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Weren't you just complaining that people are just parroting what the clickbait videos are saying? Now I'm wrong for having a different opinion than those hater videos :bleh: come on. Looking at the video itself and taking some time to really look at the comparisons, the 1800p slides were flat out better. Added with some sharpening, and now we're really talking. Maybe it has to do with Youtube quality, that could certainly be it. I will try the scaling myself next time I'm home so I can do my own testing on it, and I'll post back.
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I don't need to look at youtube videos, I have the game running on my display at 4k. 4k DLSS is superior to native 1440p with RTX on. I don't need to run a custom resolution if 4k DLSS is on par. I'm sure the next DLSS patch will make the image quality even better than it is now.
As for sharpening, well that can be done for any game. Including games already running DLSS, as SirPauly pointed out prior. Which incidentally proved DLSS isn't applying a sharpening filter by the way, but actually running a more robust upscaling implementation.
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I mean, at that screen size, and that distance, I have a hard time believing you'd find much issue with the image even with MLAA or some other blur-ridden form of AA. You're kind of the best scenario for DLSS - the detail you're losing with DLSS on @ 4K isn't noticeable because you're too far from the screen to see it even when it's there. For those on the ~30" monitors @ 4K, who are sitting at a normal viewing distance .. I'm not sure it's the same case scenario for them. Would love to see a pic of your setup :up:
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This is actually the best case for 4k. At 65 inch native 4k I can see intricate 4k details and all AA flaws.
What I'm seeing in motion is that 4k DLSS, even though I know is 1440p upscaled, isn't losing alot of detail compared to 4k native. I had the opportunity to start the game after the post DLSS patch and the first thing I did was check 4k native vs 4k DLSS. Yes 4k native is obviously better, but with advanced physics/RTX/tesselation/hairworks, the 4k performance just slacking a bit. DLSS gave me 60fps locked with much better anti-aliasing and very minor lost of acute details, details not visible unless you put your nose almost right up to the screen, like the cloth detail zoomed in screenshots Seyiji posted earlier.
It's not just me, it's Bill also. And Acroig for his 1440 case. The difference is a molehill, not a mountain.
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I'd agree it's less of a blur, especially post-patch in Metro. It feels more like ... a smudge, I suppose. DLSS seems to be more effective on smaller resolutions (referring to 1440p, not sure about 1080p?) than it does at 4K. 1440p w/ DLSS looks like actual antialiasing, with no blur added; it's impressive, if anything DLSS is adding sharpness, rather than taking it away as it appears to @ 4K.
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Any blur should be less noticeable at 4k, simply for the fact there's more pixels to work with. This again is something you would need to see in motion, on an actual native 4k screen.
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No. I've only tried it @ 3440x1440, which it does seem to do a decent job; at least in terms of clarity post-patch, it gives a sharper image than what DLSS seems to be doing @ 4K per videos.
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That's still only 1440p widescreen. Essentially for me to do the same test (which I did), I would need to run 1440p DLSS on my setup. I did that, I could notice a drop off from 4k DLSS. I'm not using a cheap display either, I'm on a high end LG which is better than most computer monitors out there. I don't even think there's a Gsync monitor out yet with the same rich color gamut/HDR.
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I'm not trying to bash DLSS or make it out to be a useless feature. DLSS 2x certainly will be impressive. My only argument is that DLSS is being pushed out in a form that doesn't really do much that we didn't already have available to us in terms of resolution scaling. I know you have said that custom resolutions break RTX, but using the in-game resolution scaler isn't breaking RTX, at least from the HWU video. Does BF5 react differently? If so, that's more an issue with Frostbite/DICE.
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That would be a question for the developers. I don't know why RTX/DLSS is stringent on resolution, but it kind of makes sense. If traditional image upscaling takes hours/days, then imagine if you "lowered" the resolution on that same image...you'd have to run the upscaling AI network on that image all over again! Presumably similar restrictions would be in place for DLSS.