Follow along with the video below to see how to install our site as a web app on your home screen.
Note: This feature may not be available in some browsers.
Are you sure you used proper dll and dlss profile?I keep seeing this claim over and over saying that DLSS 4 can run at performance and look just as good as it did on DLSS 3 at quality. Maybe that's true in most of the games they are testing but I tried it in the Last of Us part 1 and even balanced looked like pure shit in movement. Like the area I was testing in I could actually see shimmering and a line being drawn anytime I used below quality DLSS 4. Going back up to quality completely cleared up that line that was being drawn in front of me walking and removed 90% of the shimmering.
Out of curiosity, was it using preset "J"? I believe it is supposed to with the new DLSS automatically, but I also read not all games will and you have to set it with nvidiaprofileinspector. Make sure you copied ALL DLSS .dll files properly. You need 2 or 3 of them depending on the game and what it supports.I keep seeing this claim over and over saying that DLSS 4 can run at performance and look just as good as it did on DLSS 3 at quality. Maybe that's true in most of the games they are testing but I tried it in the Last of Us part 1 and even balanced looked like pure shit in movement. Like the area I was testing in I could actually see shimmering and a line being drawn anytime I used below quality DLSS 4. Going back up to quality completely cleared up that line that was being drawn in front of me walking and removed 90% of the shimmering.
Out of curiosity, was it using preset "J"? I believe it is supposed to with the new DLSS automatically, but I also read not all games will and you have to set it with nvidiaprofileinspector. Make sure you copied ALL DLSS .dll files properly. You need 2 or 3 of them depending on the game and what it supports.
The Last of Us part 1 only uses DLSS super resolution so there's only the one dll file needed from what I understand. That game does not have frame generation or ray reconstruction.Out of curiosity, was it using preset "J"? I believe it is supposed to with the new DLSS automatically, but I also read not all games will and you have to set it with nvidiaprofileinspector. Make sure you copied ALL DLSS .dll files properly. You need 2 or 3 of them depending on the game and what it supports.
Have you tried using DLSS 4 .dll in Stalker 2? It looked WAY better to me when I tried it, using DLAA and FG. As for BO6, I just use DLSS Quality at 4K for frames, if I play SP or Zombies I'll go DLAA and FG. I don't notice these artifacts I guess with such fast-paced games.Btw I wanted to make a long ass post about DLSS and FG etc. etc. as I had been advocating using them all the time at 4K. Well guess what. I started looking for artifacts and latency especially in the games I am playing a lot these days (Stalker 2 and BO6). And holy shit balls. The omgrafix leave a lot to be desired. I remember last time finding this crap with Horizon Forbidden West and Alan Wake where turning on (DLSS) such features led to graphics degradation. Avatar also had some issues. I had already found DLSS artifacts in Stalker and reverted back to TAA (there is no other worthwhile option) but BO6 is a big difference. I am now using what they call nvidia image scaling in BO6 which looks much better and runs slightly slower. My PCL (as per frame pacing app) is down to 15-20 MS vs. 30-40 MS using FG and DLSS Quality in BO6.
So thanks guys for ruining it for me (again). I will now revert to using native or some other hacks which look better than exclusively DLSS. FG is also a bit off the table. What does this all mean for me? I probably need a 5090 pronto.
Nope. I will use it when driver is out.Have you tried using DLSS 4 .dll in Stalker 2? It looked WAY better to me when I tried it, using DLAA and FG. As for BO6, I just use DLSS Quality at 4K for frames, if I play SP or Zombies I'll go DLAA and FG. I don't notice these artifacts I guess with such fast-paced games.
DLSS-SR presets.What is the preset J and K that you speak of. I really need to play some games.
There's a whitelist for the games that are currently supported:Anyone having luck with the new driver and nvidia app combo? All my games that SHOULD be supported according to nvidia still say unsupported, even after following the instructions.
Guess I'll have to keep doing it manually for now? Ugh...
There should be soon option for nvProfileInspector to enable switch in driver for given game.There's a whitelist for the games that are currently supported:
https://www.nvidia.com/en-us/geforce/news/nvidia-rtx-games-engines-apps/
Nvidia claims that they will be adding support as more games have been validated by them.
That said, doing it manually without the NV app is still an option for those who don't want to wait for support or those who don't want to install NV app altogether.
There should be soon option for nvProfileInspector to enable switch in driver for given game.
I would not touch this for online games with anti-cheat like e.g. Fortnite because of possible ban. Single player games are free for grabs using any method - which there a few.
Myself tested Control - had no luck with anything related to swapping DLSS versions and here it just worked. At least for 3 minute test I think it worked and I have less artifacts at Performance preset than before Quality.
Wanted to check Fortnite and game is unfortunately unsupported. I hope people will push Epic to update DLSS.
Also nice is that now we can force DLAA without needing to deal with any external tools.
Control does not have this option but I will be trying it when nvVidiaProfile injector has option to override in profiles what is supported functionality.
if you want to see what DLSS or FG does to image quality just try it on BO6 menus.
When to disable DLSS-G
- Temporary Events (may retain resources, see below):
- A fullscreen game menu is entered
- A translucent UI element is overlaid over the majority of the screen (ex: game leaderboard)
- Persistent Events (must not retain resources):
- A user has turned off DLSS-G via a settings menu
- A console command has been used to turn off DLSS-G
FG does nothing to fix biggest issue with low frame rate: responsiveness.When it works it is great and some games you can't play without FG (e.g., Cyberpunk) but you need to be able to make the IQ compromises.
Yu have very short context length in your mind and no ability to increase it.Dude I can’t read long posts.
Well... there is one possibility that might make it happen and that is the whole reflex 2/frame warping thing. I'm not counting on it or saying it happen but if they can get the warp to happen fast for each generated frame, it could make it feel much more responsive by lowering the latency between what you are doing and what you see. The LTT guys did a bit on it a couple years ago with a game engine/demo that could do asynchronous reprojection (not precisely the same thing but similar idea) and the results were pretty good. So I'm not going to write it off as impossible, they may find a way to quickly warp the frames enough that they can cut the perceived input latency, and if the results are good enough, then cool.tl;dr
I totally don't agree it can ever happen that FG can help game moving from 'unplayable' to 'playable' category.
The idea with reflex 2 is it would respond to where your cursor was when you triggered the shot, not what was on the generated frame, hence reducing perceived latency.If I take a shot on a small fast moving target, using reproduction or Reflex 2 on a generated frame, the game engine only responds on actual generated frame states where the target would be off from my aim. I do not see how that would reduce meaningful latency. It would seem to introduce errors in the mechanics of the game. I see it maybe reducing motion latency but not input shot point, unless games actually interprets in between positions from mouse input.
How would the game know where the cursor was? FG is basically working in previous 2 rendered frames, meaning anything you are reacting to is a past position while your input is current unseen state. Game records and acts on your input in state you are not observing. Anyways the game could use a larger hit box where you are not really on the target but registers as a hit.The idea with reflex 2 is it would respond to where your cursor was when you triggered the shot, not what was on the generated frame, hence reducing perceived latency.
Also something to remember when talking about this stuff: Not everyone plays high speed shooters, in fact I'd go as so far to say as most people don't play them most of the time. This tech isn't necessarily targeting them. There's nothing stopping a company from making a game with fairly simple graphics so it can render at high frame rates natively because people want to play a twitch shooter. However for other games higher fidelity graphics can be nice and this kind of thing can help FPS.
The thing to keep in mind is that it is not a choice of do this or make a card that is faster. They are pushing cards as hard as they can. The 5090 draws 575 watts for fuck sake. We can't just say "We want 4x the FPS, just make a card 4x as powerful!" If it was easy, and nVidia refused to do it, someone else would. The reason this is being done is we are hitting limits and we need clever ways around them.
FG is basically working in previous 2 rendered frames,
Same way it always does: By where the mouse input said it was going. The idea with Reflex 2 is you sample the mouse input at a much higher rate than you render (this is normally done anyhow) and you take where the input is as close to that moment as possible, warp the display to match, fill in the blanks, and show that to the person. Well given the game engine is sampling the cursor position it can also sample button presses. So it can know when you fired and where you were aiming.How would the game know where the cursor was? FG is basically working in previous 2 rendered frames, meaning anything you are reacting to is a past position while your input is current unseen state. Game records and acts on your input in state you are not observing. Anyways the game could use a larger hit box where you are not really on the target but registers as a hit.
Very cool, will have to see how well it actually works. The SDK plugs into the game/engine for reflex 2 so input appears to indeed be associated with what you aimed at in the frame you clicked on.Say you realFrame 1 happening at 50ms, realframe 2 happening at 100ms, trying to show the generated frame 1-2-3 at 62-74 and 88 ms
If the mouse moved at 55 ms the generated frame generated to be showed at 62ms will take that movement into account, it is explained here:
https://www.nvidia.com/en-us/geforce/news/reflex-2-even-lower-latency-gameplay-with-frame-warp/
It will not be a full game lower latency, just things that affect the frame rendered via a mouse camera position change lower latency
I think that even if no considerations were taken to this aspect of aiming at game's side it would still be helpful for aiming for online games.If I take a shot on a small fast moving target, using reproduction or Reflex 2 on a generated frame, the game engine only responds on actual generated frame states where the target would be off from my aim. I do not see how that would reduce meaningful latency. It would seem to introduce errors in the mechanics of the game. I see it maybe reducing motion latency but not input shot point, unless games actually interprets in between positions from mouse input.
Looks like reflex 2 will warp the coordinates of the mouse or click to the game engine that it adequately allows non rendered frames to accurately represent game status. In other words you shoot at a target in a generated frame, Reflex 2 on the next rendered frame transposes the shot to where it would be on the rendered frame. Have to see how it works out.Does anyone know if Reflex2 is already designed to generate more frames or just shift single last generated frame?
Generating more is such a no-brainer that it is how frames should be generated.
In this case we talk seeing 100% generated frames and perhaps more susceptibility for artifacts - but still hundreds times better way to do frame generation.
Not sure how such FG would handle 30fps artifacts-wise and with issues like generated frames not matching game state but still would be much more usable than having input lag of 30fps multiplied. Especially with multi-player games 120+fps is usually enough as even sweats don't change directions that often. It is just much easier to aim when game reacts instantaneously to your mouse movements.
I think that even if no considerations were taken to this aspect of aiming at game's side it would still be helpful for aiming for online games.
In single player games it should be non-issue unless perhaps running very low frame rate like 30 and below.
And we should not make games which can only run 30fps even with upscaling.
Biggest issue with current FG is that when you move mouse it all feels floaty and unpleasant. If you only play with this lag and with FG you get used to this lag and this response of mouse and your brain will compensate but if you play at good frame rate and then move to FG it feels even more unplayable than without FG. At least I didn't feel it improved anything at any frame rate except made game look more smooth - which is an effect I don't particularly care about. Give me 60fps with less lag over 120fps with lag.
So if I do this override, does it matter whether in game DLSS is set to Quality or Balanced or does this override that?View attachment 708776
"As of January 30th, 2025, the “Latest” model for DLSS Super Resolution has been updated to Transformer "Preset K", a minor refinement to Transformer Preset J, which showcases improved temporal stability, reduced ghosting, and enhanced detail in motion."
you have to choose which you prefer.
https://nvidia.custhelp.com/app/answers/detail/a_id/5620/~/enabling-dlss-4-overrides-in-nvidia-appSo if I do this override, does it matter whether in game DLSS is set to Quality or Balanced or does this override that?