Nvidia DLSS antialiasing discussion *spawn*

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

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  1. Scott_Arm

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    Particle effects in Control look fine from what I’ve played.
     
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  2. BillSpencer

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    It's possible that they use something else then. It was in the digital foundry video for DS, I believe it was said there that those artefacts were inherent to DLSS type of upscaling, maybe control came out later
     
  3. Scott_Arm

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    Yah it gives a formula: mip bias = native bias + log2(render res/native res)

    I guess you could just use native lod = 0

    Edit:


    upload_2020-12-20_13-32-20.png

    Edit2:

    in the case of each DLSS mode log2(render res/native res) =
    DLSS quality = log2(1280/1920) = -0.584962500721
    DLSS balanced = log2(1114/1920) = -0.785357078268
    DLSS performance = log2(960/1920) = -1.0
    DLSS ultra performance = log2(640/1920) = -1.58496250072

    Still not sure how you'd know what the native bias is to make adjustment manually. I guess you can just set this as the LOD bias in nvidiaprofileinspector, assuming the game isn't making this adjustment already.
     
    #1543 Scott_Arm, Dec 20, 2020
    Last edited: Dec 20, 2020
  4. DegustatoR

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    There's nothing inherent to DLSS in game engine not providing the DLSS with proper motion vectors for particles.

    Most such bugs are due to corners being cut on the engine side during DLSS integration with the game. Maybe the engine doesn't do that at all or maybe it does it in a fashion which isn't easy to integrate.
     
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  5. sonen

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    He's right though. In Death Stranding, those sparks from the container on his back look hella muted or even gone with DLSS.
     
  6. Scott_Arm

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    Control is older and it uses DLSS 2.0
     
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  7. DegustatoR

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  8. pharma

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    I wonder if they will be using the new Triangle Position Interpolation unit for motion blur effects.
    [​IMG]
     
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  9. pharma

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  10. trinibwoy

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  11. pharma

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    Agreed. At the WCCFTech link there is another video that gives more detail on the game though not much better.
     
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  12. trinibwoy

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    Ok this video is a lot better in comparison.
     
  13. HLJ

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    Crossplay?
    Does that mean that the consoles will drop auto-aim features...or does the "cheat-mode" get disabled in multiplayer?
     
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  14. trinibwoy

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    Auto-aim on a controller still doesn't come near the accuracy of a mouse though. Without aim assist console players will have no chance.
     
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  15. HLJ

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    If one platform gets cheats...the other ones should get them too.
    That a controller gives you far less control (pun intended) than keyboard+mouse is a personal choice in this day and age.
    So I assume cheats are enabled on consoles and not on PC.
     
  16. Malo

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    Many people use controllers on a PC as well. Modern competitive shooters behave differently whether you're playing on keyboard/mouse or controller.
     
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  17. HLJ

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    I can see when people do that in eg. Youtube videos and I close them right away....the "floaty" and unprecise movements annoys me and the lack of control is obvious to me.
    But my point of contention is that auto-aim is cheating...and in multiplayer you need a level playing field.

    Edit: Auto-aim is the "Skippy" of consoles...
     
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  18. DegustatoR

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  19. Frenetic Pony

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    This is a known problem with TAA in general, and comes up worse with upscaling. Getting motion vectors for translucency and then somehow separating their scene contribution is tricky at best. Which is to say right now there's no good way to actually do that.

    But all that being said it's nothing inherent in DLSS itself, at least nothing that's not in any other TAA implementation.
     
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  20. DegustatoR

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    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/
     
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