Image: NVIDIA

NVIDIA has shared a video detailing all of the improvements that it has made with the latest version of its deep learning super sampling technology, DLSS 2.3. A portion of the video is seemingly designed to convince gamers how much better DLSS is than alternatives such as AMD’s FidelityFX Super Resolution; NVIDIA’s Bryan Catanzaro (Vice President, Applied Deep Learning Research) points out that spatial upscalers have been around for a long time and explains why they cannot compete in terms of image quality. AMD calls its FidelityFX Super Resolution technology “a state-of-the-art spatial upscaling algorithm” on its official website.

From Catanzaro:

[…] Spatial Upscalers come with limitations. They work frame by frame, treating each frame as a separate image and then adding more pixels. They can add more pixels this way, but they can’t add more detail, and so the results are often blurry, and they often have more temporal artifacts such as flickering and crawling.

DLSS is a temporal method, to provide increased detail with less flickering. If nothing is moving, it’s easy to use information from multiple frames because you can just stack the frames together and get more detail. But of course when you’re playing a game, things are moving and the appearance is changing, lighting and shadows, it’s not so straightforward. DLSS combines AI with geometric motion vectors to make smarter decisions about what information we can reuse from prior frames.

Image: NVIDIA

Catanzaro goes on to share a few comparisons while noting key drawbacks of spatial upscaling methods, such as the introduction of temporal artifacts. GeForce users can check out the newest implementation of DLSS in the following games:

  • Baldur’s Gate 3
  • Bright Memory: Infinite
  • Crysis 2 Remastered
  • Crysis 3 Remastered
  • Cyberpunk 2077
  • Deathloop
  • DOOM Eternal
  • Grand Theft Auto III – Definitive Edition
  • Grand Theft Auto: San Andreas – Definitive Edition
  • Grand Theft Auto: Vice City – Definitive Edition
  • Jurassic World Evolution 2
  • Marvel’s Guardians of the Galaxy
  • Rise of the Tomb Raider
  • Shadow of the Tomb Raider
  • Sword & Fairy 7

Source: NVIDIA

Don’t Miss Out on More FPS Review Content!

Our weekly newsletter includes a recap of our reviews and a run down of the most popular tech news that we published.

Join the Conversation

8 Comments

  1. No surprises there.

    Spatial upsampling has its limits. (So does Nvidias DLSS, but it is a higher quality solution)

    It’s a tradeoff.

    One is proprietary, works on only the latest two generations of one brand of GPU’s, and is tricky and requires more work to implement.

    The other is super easy to implement, works on every GPU, but has slightly worse results.

    I know that game devs certainly like easy implementations, especially when it is a one shot deal and it works for everyone regardless of what brand of GPU they own.

    I’d love to see a brand agnostic implementation similar to DLSS.

    Nobody likes proprietary solutions.

  2. [QUOTE=”Zarathustra, post: 43925, member: 203″]
    No surprises there.

    Spatial upsampling has its limits. (So does Nvidias DLSS, but it is a higher quality solution)

    It’s a tradeoff.

    One is proprietary, works on only the latest two generations of one brand of GPU’s, and is tricky and requires more work to implement.

    The other is super easy to implement, works on every GPU, but has slightly worse results.

    I know that game devs certainly like easy implementations, especially when it is a one shot deal and it works for everyone regardless of what brand of GPU they own.

    I’d love to see a brand agnostic implementation similar to DLSS.

    Nobody likes proprietary solutions.
    [/QUOTE]

    Even though FSR is easier to implement, I fail to see a big adoption. I really was expecting everyone and thier Mother in Law to jump in, but recently I’ve seen much more DLSS games announced vs FSR and in the recent months DLSS support has skyrocketed. I’m sure it will come in time, but I really expected it much sooner and more aggresively.

    BTW nvidia just upgraded its NIS (nvidia image scaler) and makes it more like FSR but at a driver level, so it’s supposed to work with all games. Also it supports Maxwell and up.

    I don’t really mind propietary solutions as long as they deliver as promised. If intel XeSS really beats DLSS, I may consider going intel.

  3. [QUOTE=”Stoly, post: 43928, member: 1474″]
    If intel XeSS really beats DLSS, I may consider going intel.
    [/QUOTE]
    This one feature is important enough to drive brand adoption?

    I mean, it’s nice to have. But to me, it’s just one of many marketing bulletpoints on the side of the box. It’s even better to have a card (and/or development team for the game) that doesn’t need tricks to get the framerate in the first place.

  4. [QUOTE=”Brian_B, post: 43930, member: 96″]
    This one feature is important enough to drive brand adoption?

    I mean, it’s nice to have. But to me, it’s just one of many marketing bulletpoints on the side of the box. It’s even better to have a card (and/or development team for the game) that doesn’t need tricks to get the framerate in the first place.
    [/QUOTE]

    I feel similarly.

    Primary feature is bring the frames without scaling tricks.

    Secondary is – if the above is insufficient – what is the image quality of the scaling tricks and how much performance do they buy you.

  5. And lets not forget that any game that gets DLSS gets advertising dollars from Nvidia to help promote that feature. Even if FSR is there it won’t be as celebrated simply because they are paid to celebrate DLSS.

  6. What I don’t like about DLSS is that updates are on the side of the developer, not nvidia, pretty much all DLSS1.x games never got updated. Hopefully nvidia can either push updates to devs of takes matter into itself.

  7. [QUOTE=”Stoly, post: 43950, member: 1474″]
    What I don’t like about DLSS is that updates are on the side of the developer, not nvidia, pretty much all DLSS1.x games never got updated. Hopefully nvidia can either push updates to devs of takes matter into itself.
    [/QUOTE]
    It may be a combination. Remember they have to run all of the assets through Nvidia’s AI in order to build the best possible upscaled results based on a super high end render. This is not a ‘done on the fly’ solution. But the game utilizing nvidia’s bank of modified textures in order to meet the best end result

Leave a comment