Is DLSS graphics quality better?

Or is my sight worse than usual? xD

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All DLSS does is create dynamic resolution changes on the fly to maintain a higher FPS.

It does cause some input lag though.

I know what DLSS does xD

But a game can use different modes between quality and performance, and since the last patch, that introduced DirectX 12, it kinda looks like better in terms of graphics

DX12 is probably going to look better over all, and with DLSS you can maintain that look (mostly) when it scales.

I might have to come back and try DX12 OW2, but in all fairness the people in this game are… Yeah.

Yes, I haven´t tried DX12 yet

But I did switch DLSS and to my surprise it looked quite better than usual

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It’s possible because there are different versions of DLSS and it has parameters that can be tuned. I have no info about the current game though.

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Ok, I´m having another issue now

Seems like DirectX12 offers lower input latency vs DX11. Awesome!

But when I switch to DirectX12, I no longer see DLSS available

Only XESS from Intel

Am I doing something wrong here? xD

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I would avoid dlss, fsr and xess if I could. Because all of them have their own set of issues. Not suited to a fast paced game.

About dx11 and dx12, is supposed to be less input lag due the nature of both. Although, most pcs would have better framerate on dx11, even if the input latency would be higher than dx12 counterpart.

Nvidia often improve their tech by forcing on driver level some changes, maybe what you see is exactly that.

On both cases I wouldn’t recommend uncapped fps, tho. I would suggest limit the framerate based on how low it goes your fps and increase by about 10-20% of it. Due the dips often are tied to hardware being saturated on peaks, that variance can reflect o jittery behavior and input lag. Even more on nvidia gpus who relies on reflex to compensate the huge api overhead it has.

DLSS is your z-Buffer of 202x. (for those who still remember what that is). Looks pretty in most cases - until you notice.

DLSS is just AI upscaling done on the fly. Them nvidia 50xx chips even shamelessly advertise those fake FPS as native. It may give a better FPS, but if you’re looking for good visuals, then just upgrade your rig. This “budget FPS” ruins VFX, adds unnatural tearing and smudges in certain lighting and just isn’t great.

There’s also no telling what do they do with AI data they get from the “DL” part of the abbreviation - of course, they may claim they don’t collect it, but at this point I just can’t trust any of those big companies - especially those that stand to gain from data collection.

Thats what I´m doing

I´m using Vsync at 120hz and frame limit at 200

But I´m getting multiple sipkes on DX12.
Guess they need to fix different issues since its just a Beta

Native >>>>>>> any upscaling, AI or whatever technique. Always.

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I think they´ll have a good place for story mode games

maybe not so much for eSports

I also found dlss to have higher power draw at the same frame rate. I could’ve sworn that wasn’t the case a couple months ago it’s quite odd

They do not do any deep learning on players at all.
It’s all done beforehand and players are only benefitting from the results.
You could compare it to downloading a Large language model to your computer and running it locally.

Also there is a difference between DLSS and frame generation. DLSS is only upscaler that gives performance.

Though, you can run DLSS in native resolution mode (“DLAA”) which improves image quality by giving best available anti aliasing solution (outside of running the game in 150%+ render scale) it also reduces performance.

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It seems it’s not available in DX12, it might require a new integration. So maybe after it’s out of “beta”.

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You mean high variance between 120 and 200 fps? Is somewhat common if you use nvidia reflex. When you mention spikes it towards drops or peaks?

Usually fps 200 I would consider on the higher side, maybe some conflict with the vsync at 120hz? Have you tried to lock 120fps and see if there’s any odd behavior?

If the behavior vanishes on 120fps, try to step up like 140, 160, 180, 200 with vsync disabled. Could be a conflict with the vsync feature or a bottleneck on your machine.

Yeah, the beta aspect can be a factor in this case too.

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As skipping frames all together

Like I am moving from point A to B, and somehwere in between I kinda teleport there

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About this, the tricks around upscaling tech tries to masks imperfections. Which usually tries to give some eye candy effects and some blur in certain objects.

They’re not better than native if you look with attention and usually introduce some nasty artifacts, ghosting and flickering. Can give you a better framerate, but will not beat the performance of the resolution they’re actually running, which is usually lower than what you are using.

Are you sure is not network issue? Feels like you’re experiencing either stuttering or network lag. My guess your machine are having some issues on assets on the fly and those stutters are “receiving the data” kind of delay/loop. If that’s the case I would check stuff like:

  • Resize Bar (due gpu vram allocation could be a culprint on the scenario of using more gpu resources due dx12)
  • Some additional HDD/SSD load, OS, RAM, CPU bottleneck while trying to talk with the gpu itself. Dunno if they’re using direct storage (making the disk as culprint), OS(some updates from microsoft throws off gaming performance), RAM(maybe higher ram leakage than normal), CPU (being on a state of waiting the response of gpu or disk)
  • Nvidia driver, depending on the version could have some issues, usually nvidia improve performance by updating the driver due how their hardware works, if there’s something their hardware wasn’t ready the performance nosedive.
  • a long shot in the dark, could be audio issue. OW has some history towards that.

Being beta can be several stuff, but my suggestion would be try out the drivers and resize bar part, use a fixed resolution scale (min and max) in the game and try steps of fps like a ladder I mentioned previously.

Usually those stutters if they’re related to graphics, are often tied to shaders which can be parsed on the fly or stored previously. Some reduce the graphics to reduce the size of those shaders but usually those shaders are really chunky at least at beginning/opening the game for the first time.

Positive

The issue appear only when using DX12

I´ll upgrade the driver in a few days and see how it goes

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