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Old Jun 18, 2021, 03:49 PM   #871
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Quote:
Originally Posted by clerick View Post
Swapped dll to 2.2 in death stranding, fixed the effect and particle artifacts, also backpack appears sharper. Really works.
Now drop it into a DLSS 1.0 game and nut?
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Old Jun 18, 2021, 04:26 PM   #872
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Quote:
Originally Posted by Seyiji View Post
Now drop it into a DLSS 1.0 game and nut?
Seems like it only works with games that utilize at least dlss 2.0. DLSS didn't use tensor cores, and was much slower too. Games that use 1.0 need an overhaul to work with 2.0, like metro/control did.
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Old Jun 18, 2021, 04:44 PM   #873
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Quote:
Originally Posted by Seyiji View Post
Now drop it into a DLSS 1.0 game and nut?
Quote:
Originally Posted by clerick View Post
Seems like it only works with games that utilize at least dlss 2.0. DLSS didn't use tensor cores, and was much slower too. Games that use 1.0 need an overhaul to work with 2.0, like metro/control did.
DLSS 1.9 in control didn't use the tensor cores, pretty sure other 1.0 implementations did no?

That said though, DLSS 2.0 needs a very different set of data from the game to function. Most notably temporal information, which DLSS 1.0 wasn't making use of at all.
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Old Jun 18, 2021, 04:56 PM   #874
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Quote:
Originally Posted by Trunks0 View Post
DLSS 1.9 in control didn't use the tensor cores, pretty sure other 1.0 implementations did no?

That said though, DLSS 2.0 needs a very different set of data from the game to function. Most notably temporal information, which DLSS 1.0 wasn't making use of at all.
Control didn't originally, but in the ultimate update it was using 2.0 yeah. 1.0 was a different beast altogether pretty much.
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Old Jun 19, 2021, 01:05 PM   #875
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Old Jun 19, 2021, 03:23 PM   #876
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Quote:
Originally Posted by Hardware Unboxed
We asked Nvidia about "DLSS 2.2" that has been spotted in Rainbow Six Siege.

Their answer is they don't have anything to share about specific improvements made, and that DLSS is constantly evolving with updates. So it's not something they will be announcing so to speak
here is the link:

https://twitter.com/HardwareUnboxed/...84034311622664
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Old Jun 20, 2021, 02:42 AM   #877
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One of the few YT videos still up comparing and talking about this. I have to wonder why we are not seeing more... this is pretty cool.
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Old Jun 22, 2021, 12:49 PM   #878
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There is a new FreeStyle Sharpening Filter that offers more depth with the new drivers and Geforce Experience:




Quote:
Originally Posted by Nvidia
New Freestyle Sharpen Filter: We have added a new and improved Sharpen+ filter for Freestyle which uses depth to enhance quality

https://www.nvidia.com/en-us/geforce...yIC1A.QM8sXE.A
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Old Jun 22, 2021, 03:55 PM   #879
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Just tried Fsr in, The Riftbreaker, and really gives a lot of extra framerate and the IQ/performance balance and flexibility is welcomed. It's pretty tough to analyze with so much happening on the screen in this game though. It's good to have a choice for more framerate and finding that subjective balance for each gamer.
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Old Jun 22, 2021, 04:52 PM   #880
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Are we at the point where we can safely discard all other AA and filtering options and just stick to latest and greatest?

Becoming difficult keeping on top of all these.
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Old Jun 22, 2021, 05:08 PM   #881
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Quote:
Originally Posted by Megaman View Post
Are we at the point where we can safely discard all other AA and filtering options and just stick to latest and greatest?

Becoming difficult keeping on top of all these.
No. Temporal methods are the current trend, but they all? produce some artifacting or ghosting.
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Old Jun 22, 2021, 05:11 PM   #882
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Well that sucks.
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Old Jun 22, 2021, 05:11 PM   #883
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Quote:
Originally Posted by Megaman View Post
Are we at the point where we can safely discard all other AA and filtering options and just stick to latest and greatest?

Becoming difficult keeping on top of all these.
If you're gaming in 4K, I'd argue that AA is mostly unnecessary, IMO
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Old Jun 22, 2021, 05:19 PM   #884
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Imho

The AA rules changed when developers started to use deferred rendering and the developers and Ihv's have to invent innovative techniques to improve fidelity with efficiency, which improves the gaming experience..

Guru3d asked a question, since when is tinkering with image quality the norm and is this deemed acceptable?

Amd and Nvidia are not tinkering the image quality of native, they're offering more choice for the gamer to find that subjective balance between image quality and performance.
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Old Jun 22, 2021, 05:22 PM   #885
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Quote:
Originally Posted by Trunks0 View Post
No. Temporal methods are the current trend, but they all? produce some artifacting or ghosting.
You really need to investigate Dlss first hand.
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Old Jun 22, 2021, 05:34 PM   #886
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Quote:
Originally Posted by SIrPauly View Post
You really need to investigate Dlss first hand.
I've had very little hands on. But I've said it before and will say it again, if you have the option you should probably use it. Especially 2.0 and newer, as it looks pretty great. Perfect? No it is not, but if you need the performance go for it.

*late edit*
(or if the AA options are limited, you should probably use it then as well)
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Old Jun 22, 2021, 06:03 PM   #887
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FSR previews are out and it's pretty much what's expected, with Hardware Unboxed seemingly going out of their way to be lenient on AMD despite being very hard on Nvidia in the past even regarding DLSS 2.0

It seems like since their Nvidia review fiasco they've taken a stance to be deliberately negative towards Nvidia. You can see here they try their best to avoid stating DLSS 2.0 as superior to FSR despite admitting FSR to be noticeably blurrier and inferior in most cases.






Gamer's Nexus was far more damning of FSR. So much to state that AMD probably avoided DLSS 2.0 in direct gaming comparisons for a reason.





Digital Foundry's take as well.





Basically FSR falls short of DLSS 2.0 especially in 1440p/1080p upscaling. No surprise here.

While AMD can continue to improve there's only so much they can do with their method of upscaling. DLSS 2.0 will always have access to much higher pixel data and temporal data to make a better quality image compared to FSR. So I see this as really as a stop gap until AMD has its own resources to do their own AI based upscaling sometime in the future.

BTW I didn't post this in the AMD section because I wanted this to include discussions with DLSS 2.0, and now DLSS 2.2 as well.
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Old Jun 22, 2021, 06:27 PM   #888
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Yup, it's not better than DLSS 2.0 & newer that's for damn sure. Also doesn't seems like it's better than EPIC's TSR(Temporal Super Resolution), but thats exclusive to UE5 based games. It will make for a nice hardware agnostic alternative though.

DF's comparison to UE older temporal upscaler was interesting, I wish they took a deeper look on that. That comparison was super shallow
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Old Jun 22, 2021, 06:33 PM   #889
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Quote:
Originally Posted by Trunks0 View Post
Yup, it's not better than DLSS 2.0 & newer that's for damn sure. Also doesn't seems like it's better than EPIC's TSR(Temporal Super Resolution), but thats exclusive to UE5 based games. It will make for a nice hardware agnostic alternative though.

DF's comparison to UE older temporal upscaler was interesting, I wish they took a deeper look on that. That comparison was super shallow
They did mention that TAA upscaling looks better than FSR, and that it's disabled in Godfall for some reason despite being available as a command line option.

In fact that expanded on HU's findings of FSR's best case scenarios, showing that it was really the lack of contrast and 4k textures that hid FSR's flaws in those best case scenarios.

FSR is basically only really usable for 4k users with the highest quality setting and only under those circumstances. Which is better than nothing I guess, and good news for players that have those supported games on those weaker GPU's. I think AMD may have rushed this just to have something to show, I hope they are in fact working on a temporal AI based solution just like DLSS 2.0 and put this out as a stopgap. FSR may show incredible weakness in games like Cyberpunk where high quality assets are used compared to Godfall / Terminator Genesis.
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Old Jun 22, 2021, 06:38 PM   #890
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Well to be fair it's their first go at it. We all know how crappy DLSS was at launch. What I would really love to know is do the tensor cores actually do squat for DLSS? Remember how Nv said gsync required a special $100 chip in the monitor?
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Old Jun 22, 2021, 06:43 PM   #891
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A bit off topic:


i'm really liking this new sharpen + filter in Freestyle. It has an intensity slider and a separate texture detail slider. Usually with sharp features, the screen may look more flat but sharp, this one seems to be offering more depth and sharp.
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Old Jun 23, 2021, 11:42 AM   #892
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Well to be fair it's their first go at it. We all know how crappy DLSS was at launch. What I would really love to know is do the tensor cores actually do squat for DLSS? Remember how Nv said gsync required a special $100 chip in the monitor?
DLSS 1.0-1.x didn't use tensor cores and had a minute boost of performance and quality. 2.0 onward is using them and we have the IQ that we do. Basically to make DLSS work (or anything neural net), it requires very fast matrices compute which tensor cores basically are solely made for.

Bigger breakdown here.

https://www.techspot.com/article/204...-tensor-cores/
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Old Jun 23, 2021, 04:49 PM   #893
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Actually DLSS 1.9 in control had a better FPS bump than it's DLSS 2.0 update(YT it). Doesn't look as good though. Also other DLSS 1 titles did use the tensor cores. However as Control proved, it was not needed.

DLSS 2.0 may be a different story... but UE5's Temporal Super Resolution(TSR) is kinda making it look like once again it may not have been needed. It's going to be very interesting once we can start looking at direct comparisons between TSR and DLSS 2.0.
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Old Jun 23, 2021, 05:54 PM   #894
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Imho


It was only Contol Dlss 1.9 that didn't use the Tensor cores. Tinkered with the Vanilla Metro Exodus with Dlss 1.x compared to the enhanced edition with Dlss 2.xx; totally different experience from 1080p and all the way up to 4k.

Nvidia did add ray tracing to Pascal without the Rt cores, so one may think they could of brought Dlss to products without Tensor cores. The quality and performance may differ but probably don't desire to support this based on resources and reasons to upgrade to Tensor core products..
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Old Jun 30, 2021, 09:15 AM   #895
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It looks like Nvidia may add an Ultra Quality setting to Dlss:


https://www.reddit.com/r/nvidia/comm...und_in_unreal/
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Old Jun 30, 2021, 09:30 AM   #896
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They weren't kidding when Nvidia stated DLSS is always constantly improving and evolving.

We're up to DLSS version 2.2.9 now?

Meanwhile:








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Old Jun 30, 2021, 09:32 AM   #897
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Way to start shite up!
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Old Jun 30, 2021, 01:39 PM   #898
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Nobody seems to be interested (in FSR) though.
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Old Jun 30, 2021, 02:30 PM   #899
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There is a newer Nvngx_dlss.dll, version 2.2.9 released with the Unreal plug in. Tried it in Metro and the trailing artifacts are back with this version.
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Old Jun 30, 2021, 03:14 PM   #900
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I don't know, this author is all over the place but good to see some subjective awareness for Dlss, Fsr and specific sharpening tools and filters -- even Reshade did get some attention.

https://www.pcmag.com/how-to/sharpen...s-dlss-22-more
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