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[Techpowerup] NVIDIA DLSS and its Surprising Resolution Limitations

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9.7K views 90 replies 34 participants last post by  Telimektar  
#1 ·
https://www.techpowerup.com/252550/nvidia-dlss-and-its-surprising-resolution-limitations

Representatives for the company told us that DLSS is most effective when the GPU is at maximum work load, such that if a GPU is not being challenged enough, DLSS is not going to be made available.
This is the final nail in the coffin.
My primary complaint with DLSS is that the existence of the Tenser Cores on a chip where you are not going to be using Ray Tracing is fundamentally wasteful, that Silicon Area should just be used for more CUDA cores and Nvidia needs to have a high end GTX card available.
Secondly we have seen that basic up-scaling gives almost exactly the same benefits as DLSS, but does so without any need for extra hardware: https://www.techspot.com/article/1712-nvidia-dlss/

Still the idea of DLSS has been lucrative, a 50% boost to framerate with only a small cost to image quality. Many people would have gladly taken that compromise to reach higher framerates...

Only today we find out that DLSS is itself a bottleneck to reaching higher framerates.
 
#83 ·
https://www.techpowerup.com/252550/nvidia-dlss-and-its-surprising-resolution-limitations



This is the final nail in the coffin.
My primary complaint with DLSS is that the existence of the Tenser Cores on a chip where you are not going to be using Ray Tracing is fundamentally wasteful, that Silicon Area should just be used for more CUDA cores and Nvidia needs to have a high end GTX card available.
Secondly we have seen that basic up-scaling gives almost exactly the same benefits as DLSS, but does so without any need for extra hardware: https://www.techspot.com/article/1712-nvidia-dlss/

Still the idea of DLSS has been lucrative, a 50% boost to framerate with only a small cost to image quality. Many people would have gladly taken that compromise to reach higher framerates...

Only today we find out that DLSS is itself a bottleneck to reaching higher framerates.
The 25% scaling + 2xMSAA technique that was used in Rainbow Six: Siege was equal to having a bit lower resolution on a CRT. Much better than this DLSS will ever be, the image was razor native sharp without any loss or ghosting artifacts.