NVIDIA DLSS 4.5 Upscaling Performance Review & Analysis

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Conclusion

In this article, we spent some time with the newest software release from NVIDIA, DLSS 4.5. One of the benefits of the new second-generation Transformer model is image quality in the Performance and Ultra Performance modes. We set out to evaluate both performance in FPS and image quality. Overall, the new software is quite straightforward to use when coupled with the NVIDIA App. There was a learning curve to the NVIDIA App. We used a number of NVIDIA RTX video cards to evaluate the software and image quality.

FPS Performance

As seen in the performance graphing above, there is a performance penalty to the new DLSS 4.5. This generally ranges from a low of 0% compared to the previous driver set, all the way up to 27%. Of course, there are always outliers in any testing.

Here, S.T.A.L.K.E.R. 2: Heart of Chornobyl seemed to be the most glaring of all the games we used as far as the separation between driver 591.44 and 591.74. On average, the performance drop was in the range of 2-6%. Even considering the drop-off in quality versus quality and performance versus performance, the “new” 4.5 performance is faster than the “old” quality without loss of image quality.

In our RTX 3080 testing, unfortunately, the PC setup is a little long in the tooth. The video card is water-cooled and would be a long haul to remove and make ready for air-cooling. The performance was held back by the CPU in this case. However, the results do demonstrate NVIDIA’s claim that this new Transformer model and DLSS 4.5 will function on the older RTX video cards.

Image Quality

It’s a bit difficult to capture in still frames, but overall, we felt that NVIDIA’s claims that image quality was preserved when using Performance Mode versus Quality Mode are quite accurate. We ran quite a number of benchmarks for this article and paid quite close attention to the image details while doing so. There was not much, if any difference between images from Quality and Performance.

We feel it is quite safe to say the new DLSS 4.5 does what NVIDIA says it should do. The images were crisp and clear. There was no image artifact in fast-moving scenes that we could find. Detail was clearly preserved. We did spot some shimmering in water reflections in S.T.A.L.K.E.R 2, but you really had to be looking hard for it. In Alan Wake 2, there has always been shimmering on the bricks in the central park area in our benchmark, but it was a little more obvious this time. Other than that, nothing looked out of place.

Final Points

In this article, we looked at the newest release in DLSS upscaling, version 4.5. Announced at CES just recently, the first release contains the new generation of Transformer mode with improvements to Frame Generation still to come. This new version of DLSS promised to improve image quality in Performance and Ultra Performance modes to generate more FPS in demanding resolutions and games without losing image quality. We feel that this has been accomplished. Unfortunately, there is no free lunch. There is a small price to pay in the way of an FPS deficit ranging from 2-6% on average. In some instances, the degradation may hit double digits. It remains to be seen if this will change over time. That said, to us it seems like a very reasonable trade-off! Game On.

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Discussion (19 replies)

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Grimlakin

You know what that is impressive. The ability to maintain image quality with that level of upscaling is surprising to say the least.

I'm looking forward to reading about on demand frame gen as well and how that works out. THAT will be a BEAST to test properly...

I could imagine it in MMO's with large gatherings of players over large spaces that would normally hinder a system. Perhaps that is the key? Regardless that's the next thing In want to see... maintain the high performance upscaling with minimal frame gen to smooth out any FPS Dips for your target resolution.... and that could be amazing.

S

AMD still has a long way to go with FSR, regarding IQ. When FSR came out, it went vs DLSS2, arguably, DLSS2 performance looked better than FSR1 quality mode.

Fast forward to Redstone, vs DLSS4.1 the consensus is again that DLSS4.1 performance mode looks as good or better than FSR4 quality.

I have been using DLSS2 everywhere I can since it was released. Unfortunately, I have a RTX3070Ti so no DLSS4.1 for me because of the performance degradation.

GodisanAtheist
GodisanAtheist 👍 3

Honestly it feels like we're at the point where unless you're specifically pixel peeping, most of this stuff is going to look roughly equivalent to everything else (at least as far as upscaling is concerned, jury is out on FG) in terms of actual gameplay.

I think a far more entertaining test would be a "Pepsi Challenge" type situation where there is a double blind and gamers are shown gameplay of something FSR upscaled, DLSS upscaled, and then some TAA as a control and see who is able to actually in regular moment to moment gameplay tell the difference between one and the other.

Maybe if AMD's marketing team wasn't a bunch of lobotomized fruit flies they might have pulled something like that off already but alas.

First reviewer to pull that off gets a tip of my Cheeto stained fedora.

Zarathustra
Zarathustra

Nice review.

Thank you for including STALKER 2.

Three Quastions:

1.) Any word on what is required for a game to be compatible with the driver override? Is it any title that is already compatible with the first gen transformer model?

2.) Did you compare the image quality to previous versions of DLSS upscaling? I guess I am trying to understand if there is any reason to stick with the older model, or of the newer model is always better. I mean, in some cases there is a performance hit, but is that performance hit worth it in terms of image quality? And conversely, in many cases there is a performance increase. Does that performance increase sacrifice image quality at all?

3.) The sample images are all 1920x1080. It isn't stated explicitly, but I presume these screenshots are all posted unscaled?

In comparing the two screenshots, to my eyes Quality is ever so slightly sharper, but it is really difficult to tell the difference. Whereas I think Performance actually has slightly better aliasing, particularly on the trees in Stalker.

Very interesting stuff. Thanks for the review. This wasn't even on my radar. I have had my head buried in my big build for so long that I haven't been keeping up with the news on stuff like this.

S

"GodisanAtheist, post: 101535, member: 10801" wrote:

Honestly it feels like we're at the point where unless you're specifically pixel peeping, most of this stuff is going to look roughly equivalent to everything else (at least as far as upscaling is concerned, jury is out on FG) in terms of actual gameplay.



I think a far more entertaining test would be a "Pepsi Challenge" type situation where there is a double blind and gamers are shown gameplay of something FSR upscaled, DLSS upscaled, and then some TAA as a control and see who is able to actually in regular moment to moment gameplay tell the difference between one and the other.



Maybe if AMD's marketing team wasn't a bunch of lobotomized fruit flies they might have pulled something like that off already but alas.



First reviewer to pull that off gets a tip of my Cheeto stained fedora.

I recall watching a youtube video of that a while ago comparing FSR vs DLSS2, thing is streaming compression kills subtle differences and sometimes exacerbates more obvious ones.

GodisanAtheist
GodisanAtheist

"Stoly, post: 101537, member: 1474" wrote:

I recall watching a youtube video of that a while ago comparing FSR vs DLSS2, thing is streaming compression kills subtle differences and sometimes exacerbates more obvious ones.

-I mean a live in person test. It could be filmed ofc, but the people being subject to the test would be seeing gameplay rendered in real time a natural.

i
igor_kavinski 👍 1

"GodisanAtheist, post: 101535, member: 10801" wrote:

Maybe if AMD's marketing team wasn't a bunch of lobotomized fruit flies they might have pulled something like that off already but alas.


Even more fun would be lying that the FSR screen is using DLSS and vice versa to a large number of unsuspecting gamers to reveal the percentage of brand monkeys in the population :P

Grimlakin
Grimlakin 👍 3

"igor_kavinski, post: 101540, member: 10805" wrote:

Even more fun would be lying that the FSR screen is using DLSS and vice versa to a large number of unsuspecting gamers to reveal the percentage of brand monkeys in the population :P


LTT did this exact test a while back. Blind gaming test between native and DLSS, I don't think FSR was in the mix before. Could be an opportunity for another run at it with the next gen stuff.

Personally I want to see the challenge with DLSS with On Demand Frame Gen, compared to AMD's solution and if Intel is still playing ball, Intel's solution.

Because honestly between them all.. I think on demand frame gen is going to be the big one for game play.

If I can play a game right near 100 FPS at 4k, but have some rough dips in specific parts due to... whatever... if frame gen can step in and fill those gaps to keep frames right near 100 FPS... that could be a very good experience.

Brian_B

Frame Gen tech has me concerned on two fronts. Maybe my concerns aren't valid, but it's enough to leave me unimpressed and not excited.

First - Fidelity. Is what you are seeing what the developer intended? It may look beautiful, but if it's not what the developer intended, then you may as well be feeding prompts to a GenAI LLM - which can generate some beautiful images, but I wouldn't go so far as to call AI an artist.

Second - Consistency. Does the scaler generate the same image each play through, on all platforms? Does it scale consistently and rationally between various resolutions and scaler multipliers? This touches on the Fidelity point, but takes it a step further and applies it to various conditions.

If the algorithm employed can't accomplish these two things, does it matter what FPS it's getting?

Grimlakin

"Brian_B, post: 101550, member: 96" wrote:

Frame Gen tech has me concerned on two fronts. Maybe my concerns aren't valid, but it's enough to leave me unimpressed and not excited.



First - Fidelity. Is what you are seeing what the developer intended? It may look beautiful, but if it's not what the developer intended, then you may as well be feeding prompts to a GenAI LLM - which can generate some beautiful images, but I wouldn't go so far as to call AI an artist.



Second - Consistency. Does the scaler generate the same image each play through, on all platforms? Does it scale consistently and rationally between various resolutions and scaler multipliers? This touches on the Fidelity point, but takes it a step further and applies it to various conditions.



If the algorithm employed can't accomplish these two things, does it matter what FPS it's getting?


I'll agree to this. I've not consumed FrameGen at all. I'm against adding a multiplier of created frames to a base FPS experience. But enough to keep the game smooth I'm less offended by. ;)

GodisanAtheist
GodisanAtheist

"Grimlakin, post: 101555, member: 215" wrote:

I'll agree to this. I've not consumed FrameGen at all. I'm against adding a multiplier of created frames to a base FPS experience. But enough to keep the game smooth I'm less offended by. ;)

- Problem with all frame gen solutions is they perform the worst when you need them the most. Low base FPS means input lag and way more artifacting than if you're starting with a high base FPS.

I'm going to give a couple games a shot (cyberpunk for example) with AMD's FG turned on so I can see for myself how it works out boosting from 40FPS with all the RT bells and whistles turned on.

S

"Grimlakin, post: 101543, member: 215" wrote:

LTT did this exact test a while back. Blind gaming test between native and DLSS, I don't think FSR was in the mix before. Could be an opportunity for another run at it with the next gen stuff.



Personally I want to see the challenge with DLSS with On Demand Frame Gen, compared to AMD's solution and if Intel is still playing ball, Intel's solution.



Because honestly between them all.. I think on demand frame gen is going to be the big one for game play.



If I can play a game right near 100 FPS at 4k, but have some rough dips in specific parts due to... whatever... if frame gen can step in and fill those gaps to keep frames right near 100 FPS... that could be a very good experience.

The thing is that Frame gen works best when you already have high fps (preferably over 90 fps), adding frames under say 40fps introduces terrible lag, visible artifacts and jerkiness. I don't see dynamic frame gen helping with that.

I really haven't read much about it, so I may be wrong.

Grimlakin

"Stoly, post: 101557, member: 1474" wrote:

The thing is that Frame gen works best when you already have high fps (preferably over 90 fps), adding frames under say 40fps introduces terrible lag, visible artifacts and jerkiness. I don't see dynamic frame gen helping with that.



I really haven't read much about it, so I may be wrong.


That is my understanding as well. Sounds like it will be good for maintaining frames less good for getting to an 'good' overall FPS.

Kind of like resolution scaling offered in games today which I don't use. Frame gen could replace that where the game/drivers can use frame gen to make up for dropped frames on a limited basis...

S

"Grimlakin, post: 101559, member: 215" wrote:

That is my understanding as well. Sounds like it will be good for maintaining frames less good for getting to an 'good' overall FPS.



Kind of like resolution scaling offered in games today which I don't use. Frame gen could replace that where the game/drivers can use frame gen to make up for dropped frames on a limited basis...

I think you can force framegen with AMD even in unsupported games, not that it looks good.

I don't think you can bypass game developer support and do it via drivers, as you need motion vectors and other data for it to look reasonably good.

LazyGamer

"Grimlakin, post: 101555, member: 215" wrote:

I'll agree to this. I've not consumed FrameGen at all. I'm against adding a multiplier of created frames to a base FPS experience. But enough to keep the game smooth I'm less offended by. ;)


I used it for the second Horizon game - on a 3080 12GB alongside DLSS (so AMDs FrameGen, Nvidia DLSS).

It was ugly, but on that system at 3840x1600, all the alternatives were bad and I wanted more eyecandy lol

Rick Patterson
Rick is an avid gamer that enjoys the latest and greatest video cards in his rigs. For the past few years, he's shared that expertise with The FPS Review's audience as a GPU reviewer.

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