Lol...no.Jensen that you?
4K Panel so DLSS is on any modern game.
I dont even bother trying native anymore.
Can I mod an old game to use it? that would be epic
It's weird when it's not available. Atomfall had no upscalling at all. none. It looked awful in places. DLSS would have cleaned that up no problem.I cannot fathom not enabling DLSS if it was available. Native resolution is a gross waste of resources, and can often look worse.
if you want to get 1440p and >60fps for most games today you have to.
and not because things are so technically advanced, PC ports are just that shit.
I have a 4070 super and 4k monitor so I always use DLSS performance (I was always using Balance but since dlss 4 perfomance at 4k is quite good quality wise)Got 4k monitor and 3080ti so transformer model dlss4 is godsent.
Native for 1080p and below, DLSS for 1440p and 4k
My PC is connected into a 1440p monitor and a 4k TV, I play competitive games in 1440p on my desk, and more immersive story driven games in a 4k TV.You actually run your 4K panel/games at 1080p or using scaling?
Wouldnt Transformer Performance get you a similar workload but higher quality output?
I use Balanced or Performance depending on the workload, cuz id rather have all the bells and whistles whenever possible.
Actually scaling down to 1080p.......well I actually havent tried in forever, but maybe I should, I cant imagine it actually being better than using 1080 as a base resolution and having DLSS Transformer upscale to 4K.
DLSS all the way.
Been using x2 frame gen on Doom this last week and i really can't notice the input lag.
Feels great maxed out at over 200 FPS on a laptop.
Incredible tech.I was using DLAA and 3x framegen with reflex and it was incredibly smooth 150+ fps and responsive
yeah i was a non believer until i got my 5070ti lol. I wouldnt go for 4x, but 3x feels perfect and with that i can use DLAA in every game and get insane fps stillIncredible tech.
How old a game are you planning on going?
Cuz im pretty sure at some point even an RTX2060 will be able to brute force past the need of DLSS.
If you just need better image quality then you could probably get away with DLDSR for nonsquare resolutions or even just DSR for square.
Ray Reconstruction is even worse. But transformer upscaling also reduces performance by quite a lot, too.Does it? I thought it was just Transformer Ray Reconstruction that runs badly on Turing and Ampere, but the regular Transformer model has roughly the same performance impact as it does on Ada and Blackwell.
You forgot to add 25% more impute lag.....DLSS 4 with transformer model, set to quality and boom watch your GPU shaves off 25% power usage and visuals look virtually the same while playing and not pixel peeping! Edit: and runs 30% higher fps! It's like magic
Team Jensen![]()
You forgot to add 25% more impute lag.....
I agree, but there will always be some differences that nitpickers can spot. For example in UE5 games nanite quality is tied to internal resolution. It's not obvious just from playing the game, but if you take screenshots and compare them closely, you can definitely see some differences. Also in RT games DLSS can make a big difference because internal resolution adjust the resolution of RT effects. For example, GTA5 EE with DLAA produces reasonably sharp shadows, but even DLSS quality makes them look slightly pixelated. Ray Reconstruction supposed to help with this, but sometimes it can make the image look too filtered. Even in raster games there are some differences, especially with SSR resolution (Dead Space Remake has more pixelated SSR reflections with DLSSQ). These differences arnt however big considering the boost in framerate. Choosing between 35 fps at native resolution and 120 fps with DLSS is an easy decision. The DLSS image will still look 4K like and offer a much better experience overall.DLSS 3/4 is so good that it's not worth using shitty TAA + native res in vast majority of games.
An increase in input lag of 25% is simply not true. DLSS SR (image reconstruction component) reduces input lag exactly like real framerate, while DLSS FG adds very little lag (my measurement in cyberpunk 33.8ms with FG vs 31.3ms with real framerate). MFG adds a litte big higher lag but it's should be still small.You forgot to add 25% more impute lag.....
I agree, but there will always be some differences that nitpickers can spot. For example in UE5 games nanite quality is tied to internal resolution. It's not obvious just from playing the game, but if you take screenshots and compare them closely, you can definitely see some differences. Also in RT games DLSS can make a big difference because internal resolution adjust the resolution of RT effects. For example, GTA5 EE with DLAA produces reasonably sharp shadows, but even DLSS quality makes them look slightly pixelated. Ray Reconstruction supposed to help with this, but sometimes it can make the image look too filtered. Even in raster games there are some differences, especially with SSR resolution (Dead Space Remake has more pixelated SSR reflections with DLSSQ). These differences arnt however big considering the boost in framerate. Choosing between 35 fps at native resolution and 120 fps with DLSS is an easy decision. The DLSS image will still look 4K like and offer a much better experience overall.