As far as i know, no it doesn't. The Super Sampling is added to the latest Nvidia driver releases with a few megabytes in size.I still don't know how this works, i'm still on a measly 1060.
Does DLSS need online to work?
Someone should use DLSS on his shirt. My eyes are bleeding.
I like that dude's hair![]()
U need an RTX card.I still don't know how this works, i'm still on a measly 1060.
Does DLSS need online to work?
I can confirm, this DLSS 2.3 works wonders. Never had such a pristine image, there's of course some "pixel crawling"/shimmering/flickering or whatever you wanna call it when moving on some edges, but it's much less present than before. Incredible, I wonder what this tech could do if they keep improving it. This is 1440p DLSS Quality (version used for CP is 2.3.4):
![]()
Yup, it's crazy how much this reconstruction technique is effective at upscaling the image and preserving the details at the same time. I was pretty much skeptical at first, not to mention that the older versions weren't as good as the newer ones. Besides, they've been improving DLSS perf and balanced quite a bit with the latest releases, since DLSS 2.2.x came out.yeah I posted this a few weeks ago when I got my new PC and experienced DLSS for the first time in person:
![]()
same settings, but one is running at a lower resolution + UE4 upscaling + TAA while the other runs with DLSS.
you can see that I get basically the same framerate (even slightly better, 2 FPS to be exact, on the DLSS settings) while the DLSS output completely shits on the classically upscaled version.
the DLSS version looks almost like Native 1440p + TAA while the traditionally upscaled version is clearly below 1080p
that is DLSS PERFORMANCE MODE btw, that is the LOWEST QUALITY setting you can set it to in Ghostrunner
The ghosting in this image is gone, the previous DLSS image has artifacts surrounding the car. For a better example see the article here: https://www.nvidia.com/en-us/geforce/news/nvidia-image-scaler-dlss-rtx-november-2021-updates/Better means "lets increase bloom, hide everything under a super bright sun ..."
![]()
Better means "lets increase bloom, hide everything under a super bright sun ..."
![]()
I hate 60 faps per second. That's how you break your jimmy.$5 says there will STILL be 30fps games even IF it's not cpu bound.
Because someone out there fucking hates 60fps.
I don't think so ; performance modes are quickly becoming standard. To the point where it might piss console players off if there's no 60fps option.$5 says there will STILL be 30fps games even IF it's not cpu bound.
Because someone out there fucking hates 60fps.
Or from those who can't stand shimmering and other edge artifacting.For those that value sharpness over smoothness, and for games that benefit more from sharpness, native rendering will always have its place.
It's safe to say this is now the best upscale method. HOWEVER, when people say it has better results than native rendering, it's important to note that dlss is still not as sharp as native due to its temporal nature, and even if ghosting is minimal ,it's still present.
For those that value sharpness over smoothness, and for games that benefit more from sharpness, native rendering will always have its place.
I'm talking about dlss vs. native without AA, or MSAA.yeah but in modern times what we also often get is really blurry or simply ugly TAA. and DLSS can actually look sharper than some TAA solutions out there.
for example, if anyone ever played Mirror's Edge Catalyst on PC, they know how fucked up TAA can be. ME Catalyst would straight up look 10x sharper if you would run it with DLSS Performance mode instead of the TAA they used in it.
because I played it at 1440p and that TAA literally makes the game look like you're playing at 900p (and you can't turn it off either)
I'm talking about dlss vs. native without AA, or MSAA.
Dlss 2.3 vs TAA is going to look sharper always, native res being equal at least.
I would like to compare dlss to insomniac's temporal injection though to see how close they are.
As a Nintendo fan, this always interests me. Hoping the Switch 2 delivers
Nintendo plans on using their own implementation if their patents are any clue. I'd be really curious to see the difference with this on their current games.Well, if Nintendo's next console adopts DLSS they will be able to sell their console much cheaper than the competition.
I guess it can't work like that.The dream is driver level integrated DLSS and DLAA that one can just switch on per game without any constraints what so ever. Get to it NVIDIA.
Here's the rub: the deep learning part of DLSS requires months of processing in NVIDIA's data centers before it can be applied to PC games. So for every new game that comes out, NVIDIA needs to run its gigantic GPU arrays for a long time in order to get DLSS ready.
Once the heavy lifting is done, NVIDIA will update its GPU drivers and enable DLSS on the new games, at which point the developer can enable it by default or allow it as a graphics option in the settings menu. Because the deep learning system has to look at the geometry and textures of each game individually to improve the performance of that specific game, there's no way around this "one game at a time" approach. It will get faster as NVIDIA improves it—possibly shaving the time down to weeks or days for one game—but at the moment it takes a while.
No AA is preferable to a poor TAA, or fxaa. For sharp, colorful and high contrast games like Mario Odyssey, no AA would be preferable to even good TAA. Although it would be nice if Nintendo used smaa 1x at least (evolution of mlaa which was a lot less blurry than fxaa) or msaa. Obviously mario Odyssey needs higher resolution as well.on PC TAA is a sad reality tho. most games run on generic engines and use their respective TAA solution. some of them are pretty good, some really shit.
if developers actually tried using better AA it would be a different story but they don't usually.
and no AA is almost always out of the question in modern games with high frequency detail everywhere that will turn your game into an epilepsy fest with all the shimmering lol.
even MSAA in Forza is really not enough to actually smooth out everything anymore, but of course it is sharp as fuck
I'm not 100% sure of the process but the first version of DLSS I think developers shared their game with Nvidia who put in things like textures through their super duper powerful AI machine learning computers. So when DLSS was turned on the game could render at say 720p (thus increasing performance) but display a clean image closer to native resolution. It's basically just AI up scaling.I still don't know how this works, i'm still on a measly 1060.
Does DLSS need online to work?
Uh?As far as i know, no it doesn't. The Super Sampling is added to the latest Nvidia driver releases with a few megabytes in size.
You need an RTX Graphic cards though.
Hairs, glasses and shirts are in battle for who stand out more...I like that dude's hair![]()