Which API are you playing on? I’m reading that DLSS is bugged on DirectX 12, with Vulkan exhibiting much less ghosting.
Tried with both. Looking at various forums it does seem it’s a mixed experience, but for me TAA with a 1.25 render scale is a much better experience (DLSS locks the render scale, naturally), so I’m feeling a bit more sympathy with Asobo’s claims that DLSS doesn’t offer much over TAA for MSFS.
Not to say it shouldn’t be an option for those who feel differently though…
Thanks for the insight. A couple of things to consider though:
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Implementation varies by game, and indeed some users are saying that it doesn’t look very good in RDR2 compared to other examples (like Death Stranding). The general consensus seems to be that it’s causing more shimmering in motion, but most users will take that over the blurry TAA.
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While this comparison is between DLSS and TAA (more specifically 66% and 125% scaling which is a huge difference), Asobo are comparing DLSS with their TAAU which is not very good.
Especially considering that the simulator is full of thin lines and fine details, I’m sure that DLSS will do quite a bit better than the current TAAU and possibly compare favourably to native resolution with TAA, assuming Asobo do a good implementation. There are so many cases of poor implementations where developers forget to adjust the mip LOD bias for the final output even.
Definitely agree it should be tried.
For me and after so many testing DLSS is a must have. Even if it was worse than TAA in term of quality (which is not the case), the gain on FPS is pricelesss:
Some of us have CPU headroom.
Also worth noting a lot of the motion ghosting effects which are one of the bigger visual problems with DLSS are basically gone in 2.2
You can find comparisons here starting around 11:30 using the newer dll
This reinforces one aspect that people often gloss over in regards to this tech (and indeed FSR as well), which is that it’s still early days and the tech will continue to improve. The change from the frankly awful DLSS1.0 to where we are with 2.2 is astonishing, and things will undoubtedly continue to improve over the next few years too… the quality of these new upscaling techniques is a moving target.
The DLSS SDK is now available for everyone to download, which means that game engine integration should be a more straightforward process now.
It is compatible with Windows 10 and Linux, and more specifically, DirectX 11/12 and Vulkan. Which means there is nothing stopping Asobo from adding DLSS and FSR support right now.
Thanks for sharing! I’ve just played a little bit with the test app and I like it a lot!
I hope the Devs “wake up” and get to grips with what DLSS actually is and how it can improve the experience (especially in VR), their response to it in that Q&A session left a lot to be desired. Now with the tools above available there really is no excuse, time to investigate and implement please Asobo.
After the Xbox release and SU5 I really hope ASOBO will try their best about Nvidia DLSS and AMD FSR. Com’n guys please give us these.
Kind regards.
If only Asobo would untie the game internals like you can do in XP11 (which is giving access to the depth buffer, the render buffer, the projection matrices, etc… basically all you need to code your own shaders rendering in-game or to extract current frame features), it would be easier to implement DLSS ourselves. I believe one thing which is needed to implement DLSS with their latest SDK is the motion vector texture, which is exactly what the Asobo’s TAA is based on.
Otherwise I hope Valve will at least implement FSR as a standard option in SteamVR. I’ve not played with openvr_fsr yet but should Valve implement it at the compositor level (or whichever level suitable), it will be better and compatible with OXR too.
Here’s some information from a developer of Super Mario 64 RT, regarding the complexity of implementing DLSS using the new SDK.
I’d say both FSR and DLSS are about on the same level of difficulty, but it depends on what information the engine has. FSR only requires the lower resolution image, while DLSS needs that, a subpixel jittered output and the screen space motion vector information.
I imagine the last one will be the toughest one depending on the game/engine, but anything that implements TAA should fullfill these requirements already.
NVIDIA also provides some excellent debugging tools to make the integration much easier due to this additional requirement.
I’m by no means an expert on the technology and I haven’t even finished reading most of the details in the integration guide yet, but I’d say a day of work is certainly enough to get decent results at least.
Certainly needs more days or even weeks to sort out the UI/UX details and any potential glitches that might pop up due to incorrect motion vectors or ghosting glitches on sudden scene transitions.
The simulator already has motion vectors for TAA, although I don’t think it supports subpixel jittering because it needs motion before the image can be anti-aliased. The ghosting issue when switching camera views with the TAAU has been fixed with Sim Update 5. As such, implementing DLSS shouldn’t be much harder than FSR, which is fairly easy on its own.
They should do it for the Game community and not for their own 3rd party interest, The game by it self is ok but Im still disappointed, First you can not fly and see your house or places you already know, the map scenery textures images are way old in some areas it is more than 30 years old specially in South America, when they advertise see the world it should be the world, North America, Europe are not the entire world.
I recently bought 3070, the 3070 were supposed more than enough to run this Sim smooth in VR, it is ok but not that ok, not to the standard, the graphics are still really blurry specially on distance, and if you increase the rendering to get things decently sharp at distance, it will come unplayable the frames will go down so ridicules that you wont be able to play it, The latest update is funny because some you tubers talk about amazing enhanced but it is not true, the graphic quality has been reduced, the rendering quality is horrible things are pooping up like popcorn, that takes out the realism, If they really want to make this better they should focus on implementing compatibility with new render technologies like DLSS without sacrificing other graphic aspects, even tunning the OTT and using ASW render options in MFS2020, it bothers me, the stuttering, shakes and deformation in the image,synchronize and image tearing when you move a little faster VR… there is a lot to go on and improve but in my own opinion the latest update was an step back more than forward base on my tests.
I think DLSS is a must have for 4k gaming with good performance.
TAAU is nice but not compareble with DLSS, especially when dealing with fine detail.
I think its more realistic that the game gets the oposite From amd cause then the xbox can use ist too
saw that today
anybody knows if it would worked with MSFS?
I believe that applies only to games that already support DLSS. For example, if a game comes with DLSS 2.0 support, you can use this tool to update it to DLSS 2.2.
Ahhh bummer
So apparently, DLAA is now a thing. Same thing as DLSS, but without the upscaling component.
This could be a good solution for all the gnarly TAA issues.