My point is that you can't point to what is sharpness as some perceived advantage when it's clearly partly aliasing. Aliasing only looks sharp, but it's not the same as sharp.Yeah of course, we are now at a point where the user has to choose between two different rendering methods each with different set of strengths and weaknesses, with the caveat that one offers very large increase in performance over the other.
If you go back few pages there's talk about similar issues with DLSS in Wolfenstein, so no, issues aren't limited to Control.Is the sharpening mostly limited to Control or is it just as prominent in other DLSS 2.0 implementations as well - MechWarrior, Deliver Us The Moon and Wolfenstein? If it's not present (or not as prominent) in the other games then perhaps it's just a stylistic choice. To those that dislike said choice (or even if you think it's intrinsic to the technique), why not provide some feedback to Remedy and NVIDIA? Help them all evolve this thing with some constructive criticism.
For the most part those that dislike the sharpening improvement that DLSS 2.0 brings are very much in the minority. While more reviews are expected the next few days on the latest iteration of DLSS 2.0, those already out do not echo the dislike for DLSS sharpening heard from naysayers.Is the sharpening mostly limited to Control or is it just as prominent in other DLSS 2.0 implementations as well - MechWarrior, Deliver Us The Moon and Wolfenstein? If it's not present (or not as prominent) in the other games then perhaps it's just a stylistic choice. To those that dislike said choice (or even if you think it's intrinsic to the technique), why not provide some feedback to Remedy and NVIDIA? Help them all evolve this thing with some constructive criticism.
https://www.pcmag.com/news/testing-nvidias-dlss-20-higher-frame-rates-for-freeAs you can see, the effect on performance of turning on DLSS 2.0 was substantial. At its most optimized, the 50 percent render image (Performance Mode) represents a 184 percent increase in frame rate over native 4K (54fps versus 19fps), while even the highest quality setting (66 percent) still grants a boost of 94 percent over the native resolution.
This trend continued in 1440p and 1080p results, all of which reflected an equally huge jump in speeds once the DLSS feature was turned on. Admittedly there is a bit of a bell curve where the percentage gains start to drop off in 1080p resolution, and we were told by Nvidia it was likely this would happen. At that point, the CPU is handling a lot more of the heavy lifting than the GPU would, which means the effectiveness of any tech contained in the GPU (the Tensor cores) drops accordingly.
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My early impressions, though, are that Nvidia has created something special here, a nascent technology that could upend the value of graphics cards down the line. I'm a hard reviewer to please in this department; I've made my feelings about DLSS known on multiple occasions in more than a few of our video card reviews, and this is the first time I'm sincerely impressed with what the tech has to offer. And I'm not only impressed what it has to offer today, but also excited about the promise it offers for tomorrow.
https://wccftech.com/control-gets-dlss-2-0-look-perform/The RTX 2060 SUPER was used for 1080p because this is the class of card typically under the most scrutiny for its DXR performance and visuals as well as the 1080p resolution being one of the more difficult resolutions for the older Tensor Core based algorithm to work with. But we see a solid visual improvement over the older method and the performance is fine. We were told to expect the performance of the DLSS 2.0 to be a bit down from the original 1.X implementation in CONTROL and that was what we saw in the higher quality options. However, the visual improvement and consistency, especially in motion and around a metal chain link fencing the ever so slight performance penalty is worth it.
DLSS in Control is too sharp to my eye so hopefully this will setting will be exposed to players in the future. Youngblood luckily has it's own sharpness filter which works fine with DLSS but could be it isnt the optimal solution.
- Why doesn't r.NGX.DLSS.Sharpness doesn't seem to have any effect?
- We are currently hard at work calibrating the user-adjustable sharpness setting to combine well with the internal sharpness value produced by DLSS's deep neural networks, in order to consistently deliver a high-quality output while still giving the user a significant level of flexibility over the amount of sharpening they want applied. It is currently available as a debug feature in non-production DLSS builds, but is disabled by default.
Yup, breaks when going too low.Like before, you can set custom DLSS resolutions in Control in the renderer.ini file. They work up to around 93% resolution scale after which the reconstruction will break down into a mess.
You have to create a separate render path that is completely native with no reconstruction or any form of anti aliasing applied. After that I think you just hook into their setup And you point to DLSS model fileUnless AMD offers a similar solution I can’t see myself skipping on Nvidia for my next upgrade. It’ll be interesting to see if dlss 2.0 takes off and is widely supported. Any idea if it’s difficult to integrate into games?
best image reconstruction solution so far
You have to create a separate render path that is completely native with no reconstruction or any form of anti aliasing applied. After that I think you just hook into their setup And you point to DLSS model file
I'm on of those critiquing DLSS and continue to do so until they bring DLSS 2X they promised on the launch already. After that I'll just critique DLSS "1X".I remember how much critique DLSS got from many, and see where we are now. It's probably just the beginning.
After that I'll just critique DLSS "1X".
Yes, DLSS 2.0 does many things well, but for me it doesn't make up for the things it screws up in the process
Like I said: DLSS 2.0 does many things well, but for me it doesn't make up for the things it screws up in the process.The road to success wasn't smooth, or even a mess. What does that matter now?