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DLSS 5.0

I like it in the Witcher 3:
1788205345472.png


1788205362472.png
 
Not so long ago, the strange myth that it cannot look better than native (as if it was physically illegal to spend energy to add information to a signal if you have knowledge or that the native image even existed in the equation to be a possible maximum to start with, the target resolution native image never occured to start with) was still alive.

Now it will pivot on the strange it cannot cost less compute to do it (as if making guess cannot be cheaper than actual simulation)
 
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Native = doing it wrong but you do you and enjoy your TAA smearfeast/jaggies infected crap.

DLAA I can understand, but native without DLAA simply looks worst than native + DLSS.

1. Native + no AA = jagged, shimmering mess.
2. Native + FXXA = still a jagged, shimmering mess, just less of it.
3. Native + TAA = someone took vaseline and smeared it all over your screen.
 
DLAA I can understand, but native without DLAA simply looks worst than native + DLSS.

1. Native + no AA = jagged, shimmering mess.
2. Native + FXXA = still a jagged, shimmering mess, just less of it.
3. Native + TAA = someone took vaseline and smeared it all over your screen.
Is native with FSR 4 on the equivalent of this? Or do they just not have it yet? MSAA is expensive but looks the best IMO, but I'd like to see deep learn AA that actually looks good at native res.
 
Is native with FSR 4 on the equivalent of this? Or do they just not have it yet? MSAA is expensive but looks the best IMO, but I'd like to see deep learn AA that actually looks good at native res.

FSR Native AA is the DLAA equivalent yes, below is their DLSS equivalents @ various settings each
 
DLAA I can understand, but native without DLAA simply looks worst than native + DLSS.

1. Native + no AA = jagged, shimmering mess.
2. Native + FXXA = still a jagged, shimmering mess, just less of it.
3. Native + TAA = someone took vaseline and smeared it all over your screen.
That's what I found dlaa seems to look best by a good margin in most things and I ues that in any game I can. Maybe it's my set up but any of the other levels look like crap in motion on my oled tv they have some type of shimmering when moving regardless of fps. So I just run 4k dlaa or native if it's and older game.
 
That's what I found dlaa seems to look best by a good margin in most things and I ues that in any game I can. Maybe it's my set up but any of the other levels look like crap in motion on my oled tv they have some type of shimmering when moving regardless of fps. So I just run 4k dlaa or native if it's and older game.

You'd need to be aware of any hidden extra sharpening being done, whether it's because the game devs decided to force it on and give you no option to turn it off, or perhaps the DLSS preset you are using is one that has more sharpening and is just not playing nice with the game, that seems to be the biggest cause for DLSS to look worst than it should. An example would be Clair Obscur, I thought DLSS looked like total shit in that game but it was because the devs decided to force an absurd amount of sharpening on. Unfortunately with DLSS it isn't always a case of set and forget so I can see why if you run into certain scenarios where it just looks bad then that might put you off from trying it in other games. From my experience though, minor tweaks if needed have gotten it looking miles better than other "native + AA" solutions except for DLAA which I would then consider it to be a case of "the juice isn't worth the squeeze". Slightly cleaner image in exchange for losing 40% of my fps no thanks.
 
You'd need to be aware of any hidden extra sharpening being done, whether it's because the game devs decided to force it on and give you no option to turn it off, or perhaps the DLSS preset you are using is one that has more sharpening and is just not playing nice with the game, that seems to be the biggest cause for DLSS to look worst than it should. An example would be Clair Obscur, I thought DLSS looked like total shit in that game but it was because the devs decided to force an absurd amount of sharpening on. Unfortunately with DLSS it isn't always a case of set and forget so I can see why if you run into certain scenarios where it just looks bad then that might put you off from trying it in other games. From my experience though, minor tweaks if needed have gotten it looking miles better than other "native + AA" solutions except for DLAA which I would then consider it to be a case of "the juice isn't worth the squeeze". Slightly cleaner image in exchange for losing 40% of my fps no thanks.
Could be only really tried it in a few games after getting my 5090. Mainly kcd2 looked better with dlaa and x4 looked really bad with dlss so I've just been sticking with native or dlaa in games as the 5090 on water seems to have enough power to run most games at playable fps with dlaa even in demanding ones. Honestly I feel like cyberpunk is still the most demanding game I have surprisingly. Are they better benchmarking games out yet?
 
Are they better benchmarking games out yet?

Have Cyberpunk but never even launched it (lol) so can't say how it compares - but (especially after their graphics updates they both got recently-ish post launch in 2025 each) - Control and Hellblade 2 are pretty demanding with all settings cranked to max

Hellblade update: https://store.steampowered.com/news/app/2461850/view/528728489311864169?l=english

Control update: https://store.steampowered.com/news/app/870780/view/530966340601644728?l=english
 
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That's what I found dlaa seems to look best by a good margin in most things and I ues that in any game I can. Maybe it's my set up but any of the other levels look like crap in motion on my oled tv they have some type of shimmering when moving regardless of fps. So I just run 4k dlaa or native if it's and older game.
I don't think it's on your end. What I've seen of DLAA is that it always looks superior to DLSS but it's not "free". The other options are bad to mediocre and people justify it to themselves, typically insulting anyone who disagrees.
 

NVIDIA DLSS 5 Technical Preview Review - Neural Rendering is Here

REVIEW GRAPHICS CARDS
NVIDIA DLSS 5 is the first technology that adds to a scene rather than reconstructing it—a generative model running locally that magically improves things. In our DLSS 5 Technical Preview we look at how the model works, what it costs in performance, and how much control developers really have.
Read Review
The thing that's going to change graphics forever, adopt or be left in the dust, you're *insert insult* if you don't use it. That's it o_O?


Thanks. Six times FG and upscaling for post processing :ROFLMAO:!?
 
“I figured out what it looks like. It looks like if someone cranked the contrast way to high or a poor colour accurate screen, but asked chatgpt to do it. Zooming really close in, it doesnt necessarily hallucinate, it just makes up what it wants from very little detail. It just looks fake IMO. Others can disagree but I don't like the look. Let's disagree respectfully though, getting tired of waltzing into these, and other, discussions and it turns into WW1 trench fighting and toes being stepped on just for everyone to leave more hacked off and sour at each other without accomplishing anything.”

https://www.techpowerup.com/forums/threads/nvidia-dlss-5-technical-preview.352137/post-5781219
 
I'm a bit surprised the official version doesn't seem to use the base resolution of the image, instead its uses the output resolution. Its going to be too demanding. I hope they change that in the future.
 
I'm a bit surprised the official version doesn't seem to use the base resolution of the image, instead its uses the output resolution. Its going to be too demanding. I hope they change that in the future.
I feel here the output resolution will determine its compute cost way more than the input image it use (more input the better)

I think what should need to change for performance would be to work and output at the base resolution and do the SS after, but the super high frequency per pixel output it created would get blurried out ?
 

"NVIDIA DLSS 5 Launches in NBA 2K27 September 3rd, DLSS Comes to STAR WARS Zero Company, Onimusha: Way of the Sword & The Blood of Dawnwalker

Press Release by Nomad76 Today, 16:00 Discuss (2 Comments)
Each week, new games and apps integrating NVIDIA DLSS, NVIDIA Reflex, and advanced ray-traced effects are released or announced, delivering the definitive PC experience for GeForce RTX players. In the last few days, STAR WARS Zero Company and Aliens: Fireteam Elite 2 have launched with DLSS. Crimson Moon launches today, with The Blood of Dawnwalker and Onimusha: Way of the Sword launching this Thursday, along with NBA 2K27, which debuts DLSS 5 with 3D-Guided Neural Rendering.

NC has announced LIKE OR DIE, a new team-based FPS launching next year with DLSS 4.5. New RTX trailers give gamers fresh looks at AION 2, ANANTA, CINDER CITY, CONTROL Resonant, Gears of War: E-Day, SPINE - This Is Gun Fu, and Tides of Annihilation. And Beast of Reincarnation and Breathedge 2 are available now with DLSS."
 
Of course LTT is doing what all the dorks online are doing: Turning the intensity all the way up to 2.0. Ya, maybe it is a little intense if you do that. If you turn the brightness, or saturation, or, well any setting in a Reshade shader all the way up (or down) does it look good? No? Does that mean the shader is bad?

Seriously people: It's fine to crank shit to see what it does fully turned up, but maybe think that in most things the max setting is beyond what is reasonable. That's how you want thing: In general you want that you can turn thing up beyond what you'd ever need so it is never a limit. A good sound system can be turned up louder than you'd want to listen to... But that doesn't mean that's where you should evaluate things.
 
Of course LTT is doing what all the dorks online are doing: Turning the intensity all the way up to 2.0. Ya, maybe it is a little intense if you do that. If you turn the brightness, or saturation, or, well any setting in a Reshade shader all the way up (or down) does it look good? No? Does that mean the shader is bad?

Seriously people: It's fine to crank shit to see what it does fully turned up, but maybe think that in most things the max setting is beyond what is reasonable. That's how you want thing: In general you want that you can turn thing up beyond what you'd ever need so it is never a limit. A good sound system can be turned up louder than you'd want to listen to... But that doesn't mean that's where you should evaluate things.

Plus, what I learned from all this press release - it's not gonna be like it is now with settings/adjustments for the users to play around with, like Nvidia has with their reshade filters or w/e its called currently in the Nvidia app (I'm sure the mod now will continue to exist and so you can do it that way still, 'unofficially') - but the game creator is gonna go through the game, scene by scene and adjust the various DLSS5 preset scenes and adjustments for each all throughout - and then that 'one baked in preset' is what you, the player will (officially) experience when you turn DLSS5 on in the game

So however good or bad it looks is 100% gonna be up to the game creator in the end, and their 'ArTiStIc ViSiOn'
 
Halved my FPS in Resonance, at 4k Ultra settings, not sure if worth the performance cost though I'm still at 75fps+ on the 5090 so very playable. Has a very very pronounced impact on the boost clock which is now sitting at 2.45 Ghz vs 2.8 Ghz previously and almost constantly consuming nearly 600w while doing so, that the pny maxes out at. The IQ improvements are also quite subtle and not dramatic fwiw, so I'd say an interesting option to play around with if you have a 5090, anything lower would likely not even be worth tinkering with.
 
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Plus, what I learned from all this press release - it's not gonna be like it is now with settings/adjustments for the users to play around with, like Nvidia has with their reshade filters or w/e its called currently in the Nvidia app (I'm sure the mod now will continue to exist and so you can do it that way still, 'unofficially') - but the game creator is gonna go through the game, scene by scene and adjust the various DLSS5 preset scenes and adjustments for each all throughout - and then that 'one baked in preset' is what you, the player will (officially) experience when you turn DLSS5 on in the game
Well... SOME creators will. I mean I'm sure there will be lazy studios that want to support it and will pick a preset, crank that shit up, apply it to everything, and call it good. There WILL be shit implementations. Anything that can be done poorly will be done poorly by at least some devs :D. I'm also sure those examples will be grabbed on to by haters.

What gets me though is even though the hacked version isn't representative of how it should be experienced, you can get it looking good in most games with a little tuning. If people, particularly tech tubers, are REALLY interested in trying it out... Then take the time to do that. But no, it is always "I cranked it all the way up and it looked AWFUL! OMG what is this!"

Like I said, this would literally be like taking a basic reshade filter that can adjust brightness/contrast/saturation/etc turning those all the way up, and then saying "What the fuck? Reshade sucks, who would use something that looks so bad!" I'd hate to see these people try out a DAW, where basically every control has a massive range, often unlimited range, just incase you need it. They'd spin the dials all the way up and wonder why their ears got blown out.

So however good or bad it looks is 100% gonna be up to the game creator in the end, and their 'ArTiStIc ViSiOn'
Correct. My concern is not about how good it can look, because clearly it can, it is performance. I think at least for now it is likely to be one of those I skip in most games. Hopefully they can make it faster, but it is just pretty intense and may just need some new hardware. However, for some games, maybe it is worth it.
 
Well... SOME creators will. I mean I'm sure there will be lazy studios that want to support it and will pick a preset, crank that shit up, apply it to everything, and call it good. There WILL be shit implementations. Anything that can be done poorly will be done poorly by at least some devs :D. I'm also sure those examples will be grabbed on to by haters.

What gets me though is even though the hacked version isn't representative of how it should be experienced, you can get it looking good in most games with a little tuning. If people, particularly tech tubers, are REALLY interested in trying it out... Then take the time to do that. But no, it is always "I cranked it all the way up and it looked AWFUL! OMG what is this!"

Like I said, this would literally be like taking a basic reshade filter that can adjust brightness/contrast/saturation/etc turning those all the way up, and then saying "What the fuck? Reshade sucks, who would use something that looks so bad!" I'd hate to see these people try out a DAW, where basically every control has a massive range, often unlimited range, just incase you need it. They'd spin the dials all the way up and wonder why their ears got blown out.


Correct. My concern is not about how good it can look, because clearly it can, it is performance. I think at least for now it is likely to be one of those I skip in most games. Hopefully they can make it faster, but it is just pretty intense and may just need some new hardware. However, for some games, maybe it is worth it.

Yeah but there will be devs too who like tech and will take it seriously and do a good job all the same, to counter the implementations of lazy ones or ones who do a bad job on purpose to make it look bad

Most new graphics settings/options are resource intensive (to various degrees), as debated when 1) ray tracing came on the scene 2) and for that (and now) we harken back to anti-aliasing etc and how resource intensive those were when first introduced etc

DLSS and deferred shading are the only ones that come to mind meant to save/give more performance at launch (certain there were others, I just can't recall ATM)
 
Yeah but there will be devs too who like tech and will take it seriously and do a good job all the same, to counter the implementations of lazy ones or ones who do a bad job on purpose to make it look bad

Most new graphics settings/options are resource intensive (to various degrees), as debated when 1) ray tracing came on the scene 2) and for that (and now) we harken back to anti-aliasing etc and how resource intensive those were when first introduced etc

DLSS and deferred shading are the only ones that come to mind meant to save/give more performance at launch (certain there were others, I just can't recall ATM)
"NVIDIA DLSS 5 reaches Super Mario Odyssey on Switch 2 through capture-card setup"


Source: VideoCardz.com
https://videocardz.com/newz/mario-meets-nvidia-dlss-5
 
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