Nvidia DLSS antialiasing discussion *spawn*

Discussion in 'Architecture and Products' started by DavidGraham, Sep 19, 2018.

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  1. troyan

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    DLAA is much better in movement. Difference in sharpness could be "fixed" with a simple slider...
    I think is a good addition for nVidia users.
     
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  2. pjbliverpool

    pjbliverpool B3D Scallywag
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    Yes DLAA clears up the shimmering on the tree shadows and steps quite nicely but there's a definite drop in sharpness which there are obviously ways around.
     
  3. DegustatoR

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  4. pharma

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  5. iroboto

    iroboto Daft Funk
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    So if I’m understanding correctly, they want developers to output 4K mips instead of the 1080p mips?
     
  6. DegustatoR

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    4K or 1080p are meaningless things on PC. Texture MIP LODs must be adjusted according to the output resolution when running DLSS, not rendering resolution.
     
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  7. iroboto

    iroboto Daft Funk
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    Thanks just wanted to confirm. But IIRC texture sizes do matter for LOD levels. If you have a 4096x4096 texture you have more LOD levels than 512x512. So isn’t this somewhat related ? I guess related to texture resolution and not so much rendering resolution ?
     
  8. DegustatoR

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    Texture LODs are generated automatically. It's only a question of setting up the renderer to do LOD bias correction according to output (display) resolution instead of rendering resolution. Even if your textures are 16x16 you will still have visible surfaces where a lower MIP bias would produce a sharper image on a display with more physical pixels.
     
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  9. dorf

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    Just tried Avengers on Game Pass PC and it doesn't have the classic quality modes anymore but only "off" and "dynamic". The cool thing is dynamic will do a static 100% input resolution if exceeding target framerate. So I'm seeing 1440p->1440p DLSS here. :shocked:

    Must be a recent change as just a couple months back people were testing this game vs FSR by going thru the different quality modes.
     
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  10. dorf

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    Oh I found the old quality modes too. Dynamic resolution which is on by default, was blocking them from appearing. So maybe not a recent change after all and "DLAA" has been in the game longer, dunno.
     
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  11. pharma

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    Game Developer Conference Sessions | GTC Nov 2021 | NVIDIA

    Sebastian Tafuri
    , Senior Rendering Engineer, Frostbite
     
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  12. DegustatoR

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    Avengers always had this DLSS option AFAIR.
    But it seems to be just switching between the same old DLSS presets based on current framerate so it's not a true "dynamic resolution" solution.
     
  13. dorf

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    I'm actually seeing resolutions between 67% and 100% when entering a suitable framerate target.

    AV1_x64xpa_gm_2021_10_01_18_25_33_362.png


    The 100% input res is also definitely working (by entering for example 30fps as framerate target). Onscreen indicator shows 1440p->1440p, framerate is a bit lower than with native + TAA and image quality is better than with quality mode.
     
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  14. pharma

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    Valve Enables Experimental Nvidia DLSS Support For DirectX 12 in Proton | Tom's Hardware (tomshardware.com)
    October 1, 2021
     
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  15. BRiT

    BRiT (>• •)>⌐■-■ (⌐■-■)
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    So is that DLSS or DLAA?
     
  16. Kaotik

    Kaotik Drunk Member
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    It's DLSS or both. It doesn't add DLSS to anything, just allows you to use it on Linux on DX12 games that support it already on Windows
     
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  17. BRiT

    BRiT (>• •)>⌐■-■ (⌐■-■)
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    Oh. I thought it was adding it on everything. So it's just enabling whatever the game would have options for if run on Windows natively.
     
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  18. DegustatoR

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    https://www.pcgameshardware.de/Alan...Alan-Wake-Remastered-Benchmarks-Test-1380758/
     
    #2379 DegustatoR, Oct 4, 2021
    Last edited: Oct 4, 2021
  19. pharma

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    Is using MIP maps at the internal resolution something that carried over from console development?
     
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