Summary forthcoming
- DLSS 1.9 broke down under transparencies, resulting in ghosting and flickering
- higher resolution fixes subpixel breakup at the cost of higher cost (because higher res)
- 2.0 fixes subpixel detail issues like flickering
- movement also breaks 1.9
- ghosting trail still exists in 2.0 but is greatly reduced
- pseudo-random micro-detail (rock flecks, skin pores) is better preserved in 2.0
- text textures has higher contrast but is less legible than native res
- 2.0 can have high contrast edge breakup at times, but not really visible at regular zoom
- DLSS doesn't blur micro-detail in motion unlike TAA
- slight haloing with 2.0 (more visible at 800% magnification)
- SHARPENING IS TWEAKABLE IN THE SDK
- 1080p to 4K is 130% higher performance than native 4K in performance mode (4x scale) on 2080Ti
- 1440p to 4K is 67% better performance
- 2.0 cost more than 1.9, but in practice, it's marginally faster
- 1080p to 4K through DLSS has 11% lower performance than 1080p to 4K with regular upscaling and TAA
- on a 2060, that same test shows DLSS 15% lower than 1080p upscaled
- DLSS more expensive on lower end gpus
- 540p to 1080p DLSS resolves subpixel detail that a native 1080p image cannot
- Alan Wake ran at 540p on the 360
- halo artifact is more noticeable at lower resolution
- on a 2060, max everything, 720p to 1440p, runs in 40s in stressful environments (good for variable refresh rate monitors tho)
- using Alex's optimized settings from before, drops go as low as the mid 50s
- dropping to reconstructed 1080p, you'll stay above 60fps
- best image reconstruction solution so far, according to Alex
Full Article:
Remedy's Control vs DLSS 2.0 - AI upscaling reaches the next level
Consider this. Ten years ago, Digital Foundry was mulling over Alan Wake's 960x540 resolution (actually 544p!) and wond…www.eurogamer.net
Shame this won't be on consoles. Could be a megaton.
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