Nvidia DLSS antialiasing discussion *spawn*

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

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  1. manux

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    Temporal part could be important on understanding what is going on. What is lost in resolution is gained partially back in more frames and less difference between frames?
     
  2. Mindtaker

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    Just testing DLSS 2.0 on Control, amazing upgrade compared to 1.9
     
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  3. MfA

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    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.

    Staircasing is not super-sampling ground truth assuming you are sampling at the correct point in the pipeline. Although as I said it might be an artifact from using DSR to get training data.
     
  4. neckthrough

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    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.
     
  5. Kaotik

    Kaotik Drunk Member
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    If you go back few pages there's talk about similar issues with DLSS in Wolfenstein, so no, issues aren't limited to Control.
     
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  6. pharma

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    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.

    I actually like the sharpening effect and IMO makes the games more immersive and realistic, which think is one of the key DLSS 2.0 goals. Combined with the performance improvements it's pretty obvious it will be the preferred option for games and hardware supporting it. DLSS continues to evolve and get better and who knows what options might be offered in the future, but at least now there seems to be a pretty stable foundation to build upon.
     
  7. iroboto

    iroboto Daft Funk
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    DLSS has come a long way. In a short period of time. On the same piece of hardware. It something that should be noted.
    By design it can never be perfect; but everything in graphics is an approximation so far. People will embrace this as it continues to improve.
     
  8. pharma

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    Testing Nvidia's DLSS 2.0: Higher Frame Rates for Free?
    March 27, 2020
    https://www.pcmag.com/news/testing-nvidias-dlss-20-higher-frame-rates-for-free



    CONTROL Gets DLSS 2.0, How Does It Look And Perform?
    March 27, 2020

    https://wccftech.com/control-gets-dlss-2-0-look-perform/


    Edit: Additional DLSS 2.0 reviews
    https://hothardware.com/reviews/investigating-nvidia-dlss-20-in-mechwarrior-5-and-control
    https://www.overclock3d.net/reviews/software/dlss_2_0_with_control_-_nvidia_s_new_killer_feature/1
    https://www.hardwareluxx.de/index.p...st-dlss-2-0-in-control-und-mechwarrior-5.html
    https://www.pcgameshardware.de/Nvid...arrior-5-DLSS-Test-Control-DLSS-Test-1346257/
     
    #828 pharma, Mar 27, 2020
    Last edited: Mar 28, 2020
  9. dorf

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    It seems NVIDIA is working on an adjustable DLSS sharpness setting. I noticed the command for it in Youngblood console earlier but changing it does nothing.

    This is from NvRTX / UnrealEngine github repo (https://github.com/NvRTX/UnrealEngine access requires linking Epic account to Github):



    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.
     
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  10. dorf

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    You can actually unlock the DLSS sharpness setting with a developer version of nvngx_dlss.dll found in the github repo. CTRL+ALT+F7 to unlock the console command in Youngblood and UE4 (r_NVIDIANgxSharpness and r.NGX.DLSS.Sharpness).

    The difference between min (0) and max (1) is pretty subtle compared to the built-in sharpening in Youngblood.

    Sadly this version of nvngx_dlss.dll seems to be incompatible with Control. The other games show a motion vector heatmap with CTRL+ALT+F12 but in Control the heatmap is dead and the image quality is poor too.

    I accidentially stumbled upon these hotkeys with a hex editor as I was trying to remove an annoying "DLSS SDK" message that is burnt to the screen LOL.
     
  11. jlippo

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    Yup, breaks when going too low.

    Although at that point it's more of an curiosity than workable resolution anyway.
    I was surprised how good 480x270 looked, 960x540 looked quite decent already. (On 1440p display.)
     
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  12. Mindtaker

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    GTC talk by Edward Liu from NVIDIA about DLSS 2.0, DLSS 1.0 comparisons.

    https://developer.nvidia.com/gtc/2020/video/s22698

    In this talk, Edward Liu from NVIDIA Applied Deep Learning Research delves into the latest research progress on Deep Learning Super Sampling (DLSS), which uses deep learning and the NVIDIA Tensor Cores to reconstruct super sampled frames in real-time. He discusses and demonstrates why scaling and image reconstruction for real-time rendering is an extremely challenging problem, and examines the cause of common artifacts produced by traditional up-sampling techniques. With this background, Edward then shows how the DLSS, deep learning based reconstruction algorithm, achieves better image quality with less input samples than traditional techniques. The talk concludes with a walkthrough of DLSS integration in Unreal Engine 4 and a look at DLSS in the acclaimed sci-fi adventure “Deliver Us The Moon” from KeokeN Interactive.



    Digital Foundry analysis, DLSS 2.0, DLSS 1.9 comparisons.



    Summary from ResetERA:
    • DLSS 1.9 broke down under transparencies, resulting in ghosting and flickering
    • higher resolution fixes subpixel breakup at the cost of higher cost (because higher res)
    • 2.0 fixes subpixel detail issues like flickering
    • movement also breaks 1.9
    • ghosting trail still exists in 2.0 but is greatly reduced
    • pseudo-random micro-detail (rock flecks, skin pores) is better preserved in 2.0
    • text textures has higher contrast but is less legible than native res
    • 2.0 can have high contrast edge breakup at times, but not really visible at regular zoom
    • DLSS doesn't blur micro-detail in motion unlike TAA
    • slight haloing with 2.0 (more visible at 800% magnification)
    • SHARPENING IS TWEAKABLE IN THE SDK
    • 1080p to 4K is 130% higher performance than native 4K in performance mode (4x scale) on 2080Ti
    • 1440p to 4K is 67% better performance
    • 2.0 cost more than 1.9, but in practice, it's marginally faster
    • 1080p to 4K through DLSS has 11% lower performance than 1080p to 4K with regular upscaling and TAA
    • on a 2060, that same test shows DLSS 15% lower than 1080p upscaled
    • DLSS more expensive on lower end gpus
    • 540p to 1080p DLSS resolves subpixel detail that a native 1080p image cannot
    • Alan Wake ran at 540p on the 360
    • halo artifact is more noticeable at lower resolution
    • on a 2060, max everything, 720p to 1440p, runs in 40s in stressful environments (good for variable refresh rate monitors tho)
    • using Alex's optimized settings from before, drops go as low as the mid 50s
    • dropping to reconstructed 1080p, you'll stay above 60fps
    • best image reconstruction solution so far, according to Alex
     
  13. orangpelupa

    orangpelupa Elite Bug Hunter
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    Yoinks. This really made me regret getting a new gtx instead of a used rtx.

    The DLSS 2.0 result is really good from DF tests, even on ridiculously low resolution.
     
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  14. Scott_Arm

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    Unless 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?
     
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  15. iroboto

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    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
     
  16. PSman1700

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    I remember how much critique DLSS got from many, and see where we are now. It's probably just the beginning.
     
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  17. Scott_Arm

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    Those conditions seem pretty strict. That won’t play nice with a bunch of games, notably Doom Eternal.
     
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  18. Kaotik

    Kaotik Drunk Member
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    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".
    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
     
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  19. PSman1700

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    The road to success wasn't smooth, or even a mess. What does that matter now?
     
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  20. Kaotik

    Kaotik Drunk Member
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    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.
    I'm not talking about the road there, I'm talking about the things DLSS 2.0 messes up, like causing ringing artifacts, overemphasized lines, apparently at least partly breaking DoF, missing details and specific objects turning into utter garbage
     
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