Discussion in 'Videocards - NVIDIA GeForce' started by OnnA, Sep 22, 2021.
Shame that is will be frame locked. Great news about Ray Tracing though.
For that kind of game is fine, next step will be 120FPS w/RT but this will be Next-Gen
Source: Jurassic World Evolution 2
^^ We need some tests now
Here is an in-depth overview of ray-traced ambient occlusion in the Frostbite Engine.
I could only find the pdf for now. If I find the video presentation, I'll post it later.
https://static.rainfocus.com/nvidia...Citizen in Frostbite_1635789738069001CWLo.pdf
Remember having some cars as a kid.
FPS look pretty good even without DLSS.
Nov 8, 2021
Bright Memory Infinite looks like a good demonstration for RTX/DLSS
4K DLSS easily looks better than Native in Bright Memory Infinite, not sure why TAA looks terrible in this game, there are 2 TAA modes labelled as "Old Gen" and "New gen", probably TAA gen4 and gen5
Stock DLL is 2.3.0, replaced with 2.3.2
Halo Infinite will support Ray Tracing
343 Industries claimed that Ray Tracing is
“one of our top development priorities post-launch and look forward to sharing more soon.”
As the team noted, Halo Infinite will support all the PC-specific features players have come to expect. As such, the game will support ultrawide/super ultrawide monitors, FOV adjustments, and framerate customization.
It will come with advanced graphics settings, weapon offset control, triple key-binds and PC LAN support.
NVIDIA DLSS news
Although Deep Learning Super Sampling (DLSS) 2.3 has been around for more than a month, NVIDIA did not make any public announcements regarding the latest update for its super-resolution technology.
This changes tomorrow when the following video goes live.
EMBARGO UNTIL NOV 16, 6AM PT
To underline the achievements delivered with a newer iteration of DLSS, Bryan Catanzaro (VP, Applied Deep Learning Research, NVIDIA) explains how does the technology compares with existing spatial upscaling technologies,
such as AMD FSR. He underlines the fact that DLSS has been in development for years and has seen updates over its 3-year old availability.
Without a doubt, the biggest upgrade came with DLSS 2.0 which introduced AI reconstruction, DLSS was no longer associated with blurry gaming experience.
NVIDIA clearly paid attention to what the community expected and it is improving its technology ever since.
The DLSS 2.3 introduces a smarter use of motion vectors in games, which improves details and reduces ghosting and flickering for moving particles.
The video from NVIDIA focuses on a comparison between DLSS and conventional spatial upscaling technology, which has been around for years.
The technology has even been implemented in the TVs, says Catanzaro. In fact, he adds, that the NVIDIA GeForce driver already offered its own spatial upscaler for a long time.
The video features a comparison between DLSS in different quality modes and spatial upscaling in games such as Necromunda Hired Gun, Chernobylite, or Back 4 Blood.
In each case, NVIDIA does not even mention AMD FSR but calls this technology a spatial upscaling. It is said that temporal information from multiple frames will simply produce better results, and in some cases even better than native.
Various independent comparisons between AMD FSR and NVIDIA DLSS have shown that both technologies have earned their place and will compete with each other till a third competitor appears, such as Intel XeSS.
However, once that happens, AMD is likely to launch its AI-based version of FSR to keep up with the quality of the competing technologies.
NVIDIA ICAT – Free Image Comparison and Analysis Tool available today
NVIDIA ICAT will join existing tools such as LDAT (Latency and Display Analysis Tool), PCAT (Power Capture Analysis Tool), and FCAT (Frame Capture Analysis Tool). Unlike those tools, however, which have limited access only to GPU reviewers, ICAT will be available to everyone to download. This is NVIDIA’s attempt to help everyone see the differences between their upscaling technologies compared to other solutions by themselves, but also a tool that can help gamers decide which quality mode is a better choice in games. The possibilities of ICAT are quite endless, so should not be considered a DLSS comparison tool.
Most importantly, I will not only compare images but also videos. This is especially important when comparing AI-based image reconstructing technologies with spatial upscale techniques.
NVIDIA ICAT Video Comparison, Source: VideoCardz
Unfortunately, the tool does not show any metrics such as PSNR (peak signal to noise ratio) or even highlights the differences, so it’s totally up to the viewer to decide which media file is better.
NVIDIA ICAT will be available for download starting from today (it should go live in about 5 hours).
NVIDIA DLSS 2.3 SDK
According to the green team, more than 130 games and applications now support DLSS.
Numerous games (like Cyberpunk 2077 and Doom Eternal) have been updated to the latest 2.3 version which reduces ghosting and improves temporal stability and detail.
I'm seriously impressed with what NVIDIA did with DLSS since version 1.0, bravo!.
While 2.3 looks fantastic in SotTR or Deathloop, the trailing/ghosting issue still sometimes is perceivable when just playing without pixel counting (though really harmless vs. 2.1 smearing in Metro EE on the other hand). So I'm being highly anxious for DLSS vs. XeSS. Hope this competition gets us faster to an even better motion picture, ultimately without any perceivable trailing. Holy grail seems to be within reach (1-3 years?).
Hellblade: Senua’s Sacrifice now supports Ray Tracing, DLSS & FSR
That's very cool, only installed it yesterday as I have never played it and got a 4 Gb or something update today.
So I tried Hellblade with the new update. And found a few things.
Game has been update to UE4.25. I think the game used 4.19 before this update.
This was probably so the game could support DLSS and RTX.
The game defaults to DX12 now. But this mode is +/-10% slower, than in DX11.
DLSS works with DX11. But not ray tracing.
Ray-tracing is very heavy. I sow performance on my PC going down to 40 fps.
Without ray-tracing and in DX11, it's around 100 fps.
The difference in image quality is small, so RT is not worth it, unless you have a high RTX 30 card.
This game comes packed with DLSS 2.3.0, but you can update it with DLSS 2.3.4
4k 3060 Ti, DSR and DLSS Quality. It hovers around 30 and dips below a lot. Balanced seems to maintain above 30 much better. Personally I think the RT shadows look fantastic.