Marvel's Avengers seem to be the first game with DLSS which gets the new dynamic resolution scaling capability of DLSS 2.1 implemented:
https://steamcommunity.com/app/997070/discussions/0/3105763714507091254/
That's amazing news. Should have been implemented via the auto feature in Cyberpunk already. Hopefully it will come to more games.Marvel's Avengers seem to be the first game with DLSS which gets the new dynamic resolution scaling capability of DLSS 2.1 implemented:
https://steamcommunity.com/app/997070/discussions/0/3105763714507091254/
Output resolution is fixed and input varies. Mip level should vary accordinly.I'd love to understand how this works in more detail. I.e. is the output resolution fixed and the DLSS quality level variable, or is the DLSS quality level fixed and the output resolution variable. In either case it should result in some massive performance increases.
Output resolution is fixed and input varies. Mip level should vary accordinly.
Dynamic resolution is covered in the DLSS programming guide found in Github. Need access to view this, but it's easy to get (link epic account to github account iirc):
https://github.com/NvRTX/UnrealEngi...ty/NGX/Doc/DLSS_Programming_Guide_Release.pdf
No, not really.Is there any word in there around how it acts when running at native resolution is possible? Or even close to native? i.e. does DLSS switch off at that point or keep applying at least the AA component?
To use DLSS with dynamic resolution, initialize NGX and DLSS as detailed in section 5.3. During the DLSS Optimal Settings calls for each DLSS mode and display resolution, the DLSS library returns the “optimal” render resolution as pOutRenderOptimalWidth and pOutRenderOptimalHeight. Those values must then be passed exactly as given to the next NGX_API_CREATE_DLSS_EXT() call.
DLSS Optimal Settings also returns four additional parameters that specify the permittable rendering resolution range that can be used during the DLSS Evaluate call. The pOutRenderMaxWidth, pOutRenderMaxHeight and pOutRenderMinWidth, pOutRenderMinHeightvaluesreturned are inclusive: passing values between as well as exactly the Min or exactly the Max dimensions is allowed.
Was hoping for him to compare it to temporal upsampling or the new experimental version introduced in 4.26.
He did fast test on coming temporal upsampling version from UE4.
Looks quite nice already.
They twitter compression isn't really helping.It might be called "AA"...but damn the aliasing...
They twitter compression isn't really helping.
Should be interesting option to have, especially with dynamic resolution.
I am not a fan of dynamic resolution...
Dynamic res on PC would make sense if it would kick in only when a game is reaching some user defined lowest acceptable fps instead of working as a console setup where it keeps performance at some fps target and kicks is when a game is going below it.
Its a pc gamer thing mostly i think, i rather play at whatever resolution set too without it going down and up. Apex legends has a not-so-good implementation and there problably exists better ones, but in general i think it might be worth it to have some kind of dynamic resolution scaling going on if it improves performance.
I rarely need it, though (2080Ti).
He did fast test on coming temporal upsampling version from UE4.
Looks quite nice already.
Hard to know what is meant here by that percentage. If it is going by how UE4 does its metrics... the percentage is the axis percentage.When they say 60-80% resolution I assume they mean total pixels rather than 60-80% on each axis? In any case the results looks really good for a basic upscale. The most noticeable difference for me is in the blurriness of the long grass at the forefront of the image. DLSS is still clearly technically better but I can imagine that that this will be more than good enough for most people, especially at TV viewing distances. Then again, you could arguably say the same about 1440p vs 4k.
but there's no temporal shimmer on DLSS IIRC.When they say 60-80% resolution I assume they mean total pixels rather than 60-80% on each axis? In any case the results looks really good for a basic upscale. The most noticeable difference for me is in the blurriness of the long grass at the forefront of the image. DLSS is still clearly technically better but I can imagine that that this will be more than good enough for most people, especially at TV viewing distances. Then again, you could arguably say the same about 1440p vs 4k.
but there's no temporal shimmer on DLSS IIRC.
Hard to know what is meant here by that percentage. If it is going by how UE4 does its metrics... the percentage is the axis percentage.