If Nvidia can calculate quickly half step between two real frames, why not also two additional quarter steps? Generate three frames between two real ones.
That will probably be added in future GPU generations.
If Nvidia can calculate quickly half step between two real frames, why not also two additional quarter steps? Generate three frames between two real ones.
That will probably be added in future GPU generations.
2x with DLSS 2 perf mode, additional 2x with frame generation.
Completely agree, this is the DLSS 1.x/Turing RT moment, a very exciting new technology which is far from perfect but it has so much room to grow and improve. People are looking at it only from the current implementation vs much more developed technologies, which is fair as we can only compare what we have not what it could be, however dismissing it completely is not fair. We are far closer to the top of the S-curve for some (traditional rasterisation, maybe DLSS 2?) vs near the bottom on others (RTRT, AI upscaling/frame generation) and given NVidia's track record developing DLSS it's fair to think it'll improve significantly over the next 2 or 3 years, maybe DLSS 4 will be that next big step. It might take a while to be the overall better solution, it might be (likely is) another stepping stone to something greater I don't know but if people are dismissing new tech because it's not better in every way vs more developed solutions that's very close mindedI'm getting flashbacks...
This is an optional tech, with upsides, downsides, compromises and potential improvements upon further development.
In short, not dissimilar with what we've seen since the dawn of computer graphics.
[...]
Point being, dismissing new tech by speculation alone, seems to me at least, counterproductive, although weirdly enough, not in anyway unexpected if history is any indication.
No one here is doing that.That doesn't mean the technology as a whole should be dismissed,
Simple thought experiment.
DLSS2 + fast CPU: 120fps
DLSS3 + slow CPU: 120fps
Are they the same?
Latency wise, using Reflex on the slow CPU alone will make the latency comparable to the fast CPU with DLSS2 and no Reflex.
However, your slow CPU now has a chance to deliver smoother output, reducing judder and blur, overcoming CPU limited scenes, overcoming fps locks on cut scenes, fps caps during gameplay for old or new games, and most importantly deliver a smooth display in heavily path traced/ray traced games, if this is our way to have plenty of path traced games right now, so be it.
Why would you choose to turn off Reflex with DLSS2 but turn it on for DLSS3?
The slow CPU is doing none of those things just because DLSS3 is enabled. It’s still slow and still updating game state slower than the fast CPU. DLSS3 doesn’t fix that.
Just for fun: The same 12 seconds on the PS5 in 4K/30fps:
Mikkel Gjoel extracted the generated frames and turned it into a video. You can follow the link to download it. It looks pretty good.
Mikkel Gjoel extracted the generated frames and turned it into a video. You can follow the link to download it. It looks pretty good.
If only it was just the protagonist, but it can mess even static geometry even worse than any of those examples, as seen when he's running up the windows of some building to the roofDefinitely interested to see more examples of how it handles occlusion in other games going forward, hopefully they can improve this or it's just a particular issue with this game atm.
As a % of frames and per the entire video, which doesn't have Peter occluded most of the time, the effect is likely very minimal especially at that framerate. However, every DLSS3 generated frame in that segment has pretty significant artifacting:
Still less artifacts than the PS5 version, not too bad for a first iteration.
You're not even going to see those artifacts when they're slotted inbetween native looking frames at much higher framerates.
Watching this tech evolve is going to be something I tell ya.
You're not even going to see those artifacts when they're slotted inbetween native looking frames at much higher framerates.
Watching this tech evolve is going to be something I tell ya.