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- Jul 5, 2012
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excited?
Very. Although I must admit, after gaming at 1440p for the past month, it really isn't that terrible anymore thanks to DLAA. 1440p with anything else whether it's FXAA, SMAA, and especially TAA (
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excited?
“A new version of DLSS 5 on NBA 2K27was just released, and modders have already extracted it and are running it on unsupported games. Modders are comparing performance between the older and newer Neural Rendering (NR) model and found it up to 40% faster than the previous one.https://www.pcgamer.com/hardware/gr...eeping-it-the-hell-away-from-game-characters/
About the performance update using less resources with the new version.
kram182 GoldenTigerThe new model definitely runs twice as fast, but your actual performance gain will depend. Here's an example using CP2077 at 1440p.
OLD Model (Preset A):
View attachment 832108
NEW Model (Preset B):
View attachment 832109
So using the old model, my fps in CP2077 is 78 which is a render time of 12.8ms. Out of that 12.8ms, 3.6ms was used for NR at 1440p resolution. The new model runs twice as fast so instead of a 3.6ms render cost, that is now just 1.8ms. 12.8 - 1.8 = 11ms is now the total render time with the faster model and so the new fps should be 91, and it is so the math completely checks out. In this scenario though, the new model only translates to an actual performance gain of just 16% over the old model, but the gains at 4K will be far more significant. Power consumption did drop by 21 watts at 1440p so there's probably an even bigger power savings at 4K.
whats the point in arguing with the zealots?!The haters have definitely gone pretty silent now compared to when DLSS5 was first announced
It isn't just zealots who love dlss5 nowwhats the point in arguing with the zealots?!![]()
https://wccftech.com/witchfire-crea...ls-it-amazing-expects-dlss-3-acceptance-path/
View attachment 832242
The haters have definitely gone pretty silent now compared to when DLSS5 was first announced. Even John from DF who acted like he hated it with every fiber of his being is now starting to accept that it actually looks good when used properly.
Let’s just suppose: Nvidia is doing with DLSS 5 what it did with ray tracing—reducing the data processed while making the difference barely noticeable. This way, the FPS drop is minimized, and every zealot is satisfied.
But did they actually improve something to make lighting more realistic? Or is it still just a visual trick?
All aspects of video game development are "tricks" or we'd just be watching lines of code scrolling across the screen.Let’s just suppose: Nvidia is doing with DLSS 5 what it did with ray tracing—reducing the data processed while making the difference barely noticeable. This way, the FPS drop is minimized, and every zealot is satisfied.
But did they actually improve something to make lighting more realistic? Or is it still just a visual trick?
I think the RT-lighting noisy passes are one of the DLSS5 input it can receive too, that why it does not have to pay much attention because it has the game raytracing engine that did it already, like for DLSS RR api, the result of those rays and what those light position/bounce mean has been taken into account, I would imagine most//all of those are being used:As mentioned earlier, DLSS5 uses some elements of RT, but its actual purpose is to make the image look nice without paying much attention to where the light is coming from.
I am not sure of the point trying to be made, yes the neural rendering model to estimate what the denoising of the pathtracing should look like, subsurface and material details inference (guessing) is what make things look more attractive, filter is a wrong word for this, filter are purely destructive not additive like this is.Yes, it uses RT as a base (when available), but ultimately it's the AI filter that makes things look more attractive – that's by design.
additional interpretation,Metro 2033 and Last Light Redux got updated today and now include built in DLSS5 which they are labeling as DLSS NR, I think that's a better name for it personally but maybe RTX NR would be more appropriate since it really has nothing to do with DLSS and isn't a performance booster. Seems like they went very very light on the implementation:
https://www.reddit.com/r/metro/comments/1xco8jv/how_do_we_feel_about_the_dlss_nr_implementation/

We all know that they're tricks, or likely anyone on this forum does. It's a matter of whether or not it improves things visually and the cost. It's so-so on both counts; that's why there are filthy heretics rejecting Jensen's glorious DLSS5 light.Dude, these are video game graphics, it has ALWAYS been about visual tricks. If this the end result of such tricks then I couldn't care less. This zealot will continue to enjoy the DLSS5 slop.
View attachment 832382
We all know that they're tricks, or likely anyone on this forum does. It's a matter of whether or not it improves things visually and the cost. It's so-so on both counts; that's why there are filthy heretics rejecting Jensen's glorious DLSS5 light.
All I can judge it on is what I see in front of me. If it looks better than the original, I'll use it. Unreal is not something I would base a comparison on though. Still a stuttering mess. Always will be.DLSS5 seems like a sham.... the Unreal engine 5 can light up en entire cityscape with a single light source... all based on reflections. We don't need "AI" to "make it pretty" for us. The whole point of a game is to create a virtual environment that's believable... not to copy internet slop.
I've gotta say I was very skeptical of the neural rendering stuff. But, as with anything PC, I messed around with it in various games and gave it a go. Have to say, in Cyberpunk, it was worth it, so much so I'm replaying it after 2 years. However, in a game like 007 First Light, it didn't make much of a difference to be honest - at least to my eye. All it did was lower performance and shoot power consumption up to around 500W from 400.
For reference, I was using this on a RTX 4090 (with an undervolt at 950mV using NV-UV) with the RenoDX mods and MFG unlocked for Ada Lovelace with MFG @ 3x and 4K res 120Hz. Currently also using it with Hogwart's Legacy and it works. Good stuff. Has breathed new life in to some games I haven't touched in ages. In some games it works/looks better, in others not so much. Interesting tech, good stuff. Next game: Witcher 3 remastered - whenever I can make time to get to it =)
Reshade and it honestly just didn't do a whole lot. Sure it gave it a little bit of enhancement but nothing that WOW'ed me like I've seen in some other games. You will definitely like it in the Witcher 3 though, I just completed a playthrough and got through both DLCs and it was amazing playing with PT + NR.
That is one of those cases where I think it is an example of why DLSS 5 currently kinda sucks but could be great: If you look at it, the improvements are pretty subtle. There's nothing about the look that gets really changed, it is just improved. Lighting and shadows just look better. It's another step in making rendering look more correct. It is not some slop filter that screws up or radically alters the game, it takes the existing look and just refines it.It's also now in Portal RTX remix FYI if you have that
That is one of those cases where I think it is an example of why DLSS 5 currently kinda sucks but could be great: If you look at it, the improvements are pretty subtle. There's nothing about the look that gets really changed, it is just improved. Lighting and shadows just look better. It's another step in making rendering look more correct. It is not some slop filter that screws up or radically alters the game, it takes the existing look and just refines it.
So why does it suck? The performance, of course. It hits heavy as DLSS 5 does, and for that minor an improvement, it isn't worth it. Game is already heavy, and already looks good. Halving frame rate for a minor improvement just isn't something I can see many people taking.
So again, a lot of it will come down to what kind of performance improvements can they get. If they can figure out how to make it run as part of the upscaler, so that it is running on the non-upscaled image which would make it a lot faster, it would likely start being something worth looking at in many cases.
For Portal, ya the performance is pretty abysmal. Part of it is probalby because it is nVidia's RTX Remix bolted on to Source, not a new engine, and it actually uses path tracing for primary visibility (most games still use rasterization for that, and PT just for lights and shadows). Either way, at 4k on a 5090 Portal RTX with just PT performs pretty well with upscaling and frame gen. With DLSS 5, the performance tanks pretty hard.The performance will get better, but in it's current state I think it's already good enough to use even at 4K without the need to run it pre SR, unless you are playing with Path Tracing on top of that, in which case maybe it's actually PT performance that could use some work? Here's Onimusha running 1440p DLAA Preset L and the old preset of NR which has a 3.6ms cost at 1440p, with everything maxed out and 3x FG I can get over 240fps. You would see similar performance at 4K if you ran DLSS Quality and the new preset of NR which has a similar render cost at 4K as the old preset at 1440p.
For Portal, ya the performance is pretty abysmal. Part of it is probalby because it is nVidia's RTX Remix bolted on to Source, not a new engine, and it actually uses path tracing for primary visibility (most games still use rasterization for that, and PT just for lights and shadows). Either way, at 4k on a 5090 Portal RTX with just PT performs pretty well with upscaling and frame gen. With DLSS 5, the performance tanks pretty hard.