More DLSS...

chameleoneel

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So UE5 looks good, but it's not as good as DLSS. It looks great in static shots, but in heavy motion there are dis-occlusion artifacts and blurring. See this video I recorded.

It's on 1080p native monitor with scaling at 50% (so an actual render resolution of 960x540). It does look very nice considering for 540p. But notice as I spin the camera around, there is a halo around the character.



This is common with temporal based solutions, and probably can't be fixed completely. DLSS is also temporal based, but it's more complex and the artifacts are definitely less noticeable than Unreal 5.
540p is a pretty low internal res, which can also highlight issues with DLSS. The point being.....I don't think DLSS is amazing, yet, either. and seems to be game dependant. A couple of games, it is pretty darn great. But several, its ok. and a few, its pretty bad.
 

cybereality

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The same artifacts are there at higher resolutions. But on that test I was running on a GTX 1060, so only 30 fps, which is the main issue. At 60 fps and above it does look better.
 

TrunksZero

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I was also kinda thinking more forward. If I'm a developer making a game on UE5, why would I bother with DLSS if the built in scaller is about 90 of the way there and hardware and platform agnostic? The answer is you wouldn't. Especially as Epic further develop's that scaler. Don't forget this it just how is looks in preview release form, it's not even complete yet. What I'm getting at is that it doesn't bode well for thinking DLSS is here to stay, if something like the a wildly popular engine like Unreal is going to have an option that competes this well and is completely hardware agnostic.

That said, nVidia's not done with DLSS. The versions coming up might completely turn the tables on that thought process :)
 

cybereality

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Yes, that is a good point. I do think DLSS today is slightly better, but TAAU can also improve, and it's already pretty good.

And if you were developing in Unreal 5, and it comes with a solution that is good enough and works on everything without any effort on your part, then why not just use that.
 

TrunksZero

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It's also worth noting you get DLSS 2.X enable games right now. Plus game devs can implement DLSS into just about any engine with just a little work. Bah I think I stirred the pot to much on that post. Sorry guys :)
 

jologskyblues

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I went from a 3440 x 1440 monitor to a 3840 x 2160 48" LG C1 OLED recently and I have to say, DLSS image quality scales much better at 4K output resolution than 1440p or less. It's almost as if the tech is really optimized for UHD output. DLSS has better clarity and is just as good or better than native. Even DLSS performance can look decent if the output resolution is 4K while 1440p output looks obviously upscaled.
 

cybereality

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Yeah, I have to agree. I have a 4K monitor on my RTX 3060 rig, and I can actually play Cyberpunk 2077 at 4K (granted with low settings and DLSS performance, but it works).

I'm getting around 60 fps, but with FreeSync that is decent enough. It's not as good as actual 4K, obviously, but looks better than 1440p native for sure. I mean it's softer but I kind of like that console look.
 

GoldenTiger

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I was also kinda thinking more forward. If I'm a developer making a game on UE5, why would I bother with DLSS if the built in scaller is about 90 of the way there and hardware and platform agnostic? The answer is you wouldn't. Especially as Epic further develop's that scaler. Don't forget this it just how is looks in preview release form, it's not even complete yet. What I'm getting at is that it doesn't bode well for thinking DLSS is here to stay, if something like the a wildly popular engine like Unreal is going to have an option that competes this well and is completely hardware agnostic.

That said, nVidia's not done with DLSS. The versions coming up might completely turn the tables on that thought process :)
DLSS is just as easy since it's a plug in for unreal engine (unity too now).
 

noko

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DLSS is just as easy since it's a plug in for unreal engine (unity too now).
That is a good point, except it will not address all the players hardware out there. It may actually be easier just to use DLSS if an engine makes it easy but FSR options are probably prudent since it is also easy and covers more hardware. As for games having each??? Intel eventually will make a mark as well, if successful it will most likely hit on Nvidia Market share which developers will have to address for best game support and sells. If Nvidia can keep getting the quality up, more games, it may just win by default or more exactly, AI based sampling and other methods using AI becomes dominate, Nvidia basically forces AMD and Intel to adopt something similar or a standard for AI based reconstruction becomes the norm.

DLSS basically gives a generational performance bump+ when available and a good implementation.
 
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