MW5 and Control DLSS 2.0
Image Credit: The FPS Review

NVIDIA introduced a new super sampling technique in September 2019. DLSS launched with their Turing based cards. Using AI and deep learning the new process essentially samples images at a lower resolution and then scales them to the desired resolution. This is accomplished thru the Tensor cores of the RTX line. In theory it can offer increased frame rates by decreasing the workload on the GPU at higher resolutions. The initial launch was less than spectacular and actually cast a shadow of doubt for DLSS as a long-term solution. Users quickly noticed significant blurring on one launch title in particular, Metro Exodus. As many other sites, and users, began to compare, and question, DLSS NVIDIA has worked on improvements.

This next iteration of DLSS is currently being referred to DLSS 2.0. It should be noted that this new SDK is not compatible with the first generation. This means that developers who already implemented it would need to update a game in order to use it. Presently there are two games that have it. Wolfenstein: Youngblood and Deliver us the Moon. Deliver us the Moon has gained wide recognition for its use of both ray tracing and DLSS. DSOG, via VideoCardz, has come across confirmation of two games getting updated with it.

DLSS without ray tracing

An interesting twist with DLSS is that it does not always require NVIDIA’s other RTX feature to be used. DLSS was initially launched as a way to help compensate for the intensive calculations needed for ray tracing. At least one game has shown that DLSS can be used without ray tracing. Monster Hunter World incorporated DLSS which boasted improved framerates by up to 50%. Some titles will let you turn off ray tracing while leaving DLSS on as well. DLSS remains controversial but sites like Techspot have already noted the many improvements made since launch.

Peter Brosdahl

As a child of the 70’s I was part of the many who became enthralled by the video arcade invasion of the 1980’s. Saving money from various odd jobs I purchased my first computer from a friend of my...

Join the Conversation


  1. I think devs are better off investing in (non-proprietary) tech like variable rate shading. I’m sure these companies are getting well compensated to implement these features, but these vendor-specific tricks almost always turn into dead ends, either it just falls off the vine and dies, or best case it gets picked up and changed by a major API but the original proprietary implementation is still left to rot.
    1. I mostly agree. Still got sour memories from what happened with PhysX. I think the idea of this is great but MS should incorporate something into DX. Since both AMD, and NVIDIA, both have a huge background in AI tech they each could easily have tech to continue DLSS without it being proprietery.
Leave a comment