Nvidia DLSS support

But but… We could use the upscaling component in MSFS. Especially in VR where the game still struggle to display 35fps

Of course, I didn’t say they should skip on DLSS.

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Man, couldn’t they have picked a name that wasn’t already used? DLAA (Directionally Localized Antialiasing) was used in games 8 years ago, and now there’s two vastly different antialiasing types called DLAA.

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Oh wait, I think the simulator already has a DLAA implementation. I thought it looked the same or even slightly worse than FXAA though so I’m not sure why it exists.

From what I could gather in the developer’s tweets, this new DLAA method is actually created by the developers of Elder Scrolls Online who hacked DLSS to remove the upscaling component, with some support from NVIDIA, so at this point we don’t know if it’s going to be an official new NVIDIA technology and whether more games will support it. If they proceed with that, I agree that it should be called something else.

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With the resources used by this game, I believe DLSS should be priority for better performance.
Up Voted.

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Voted. DLSS is a must for this game. Especially after they add ray tracing. I’ve played few other game with DLSS and it works wonderfully well in drastically improves performance. This would be extremely beneficial for majority of players who can’t afford a high end gpu. Would be fully playable on ultra with 2060 at 4k res probably.

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The latest drivers article seems to indicate this is a core NVidia technology which is deployed for a testing phase through the Elder Scrolls server for now:

Microsoft Windows 11 Game Ready Driver Released | GeForce News | NVIDIA

It seems to be suitable when you have an under-utilized GPU though. In other words, if you’re not fully using your GPU, let’s use what’s otherwise idle to produce better graphics!

DLSS on the other hand is the reverse: you’re fully capping your GPU resources and can’t reach higher resolutions, use DLSS to upscale the rendering without the render cost, just the upscale cost, but in a way which looks like it was originally rendered at full res!

I agree it is not a wise name for this tech, although it is still an AA method. AIAA (Artificial Intelligence AA), or NNAA (Neural Network AA), or even DLSSAA (DLSS AA) would have been more appropriate in my opinion :slight_smile:

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It’s not up to the workers, it’s up to the decision-makers.

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DLSS has low gain according to them in today’s Q&A livestream… They have no clue what they are talking

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I’m a regular from the AMD FSR thread, still keeping up with DLSS/FSR/XeSS developments.
It’s a disappointing answer for sure, it’s evident that the current TAA upscaling can still be vastly improved upon by basically any upscaling tech. DLSS (and supposedly XeSS) is a superior upscaling tech, but I could at least understand not wanting to include it for GTX GPUs, AMD GPUs, or XBOX altogether. But XeSS, by the time it comes out, would be a decent replacement for all brands/platforms if DLSS isn’t an option.

You can add FSR to the sim using ‘Lossless Scaling’ and I’ve have been enjoying great, close-to-native image quality doing just that. 4K at 60% render scale, almost doubles my framerates into the 40FPS range. It gives me a much smoother experience while losing very little image quality compared to 100% render scale. Even something as simple as adding post-process upscaling to the current TAA upscaling looks so much better already.

Their statement of seeing little to no improvements makes zero sense in any way you look at it.

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They have clue. I know from other sims (ACC) where DLSS was one of the most requested features, but the devs said they wont do it, it was tested but it does not work for a racing environment. Same goes for flightsim, if you fly high and scenery is moving slow, it might work, as Seb acknowledged, but it wont work overall, especially when flying fast amd low at cities.

DLSS is not THE solution, it brings its negatives and does not work well for every type of game and every situation.

Also, they said it will come at some point in some form. Lets wait and see.

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I don’t know for sim racing, but DLSS work perfectly well in No Man’s Sky in the same kind of environment when you fly slow, quick, high or and low on any variety of planets. All still clear and crisp, far better than the old max Aliasing algorithm, and it also removed shimmering and blur at the distance. It work perfect even on my 1080p configuration with “Quality” settings, and on 4K monitor of a friend. So I don’t really agree when you say it’s not adapted to fly sim.

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Just FYI your info is somewhat out of date. ACC is adding DLSS in an update landing between end of this year and early next year, and he said they had found it to be working well… hence why they decided to pursue it while deciding not to add raytracing as they didn’t find the latter to bring anything of sufficient benefit to offset the perf impact.

DLSS has moved on a lot, 2.2x has greatly improved resistance to motion artefacts.

Source: should be time stamped, but starts at 9:45ish if not https://www.youtube-nocookie.com/embed/5Rdo7XpqkRw

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I’m pretty sure Lossless Scaling doesn’t work in VR though.
But that’s a great software for sure, I gave it a try on Star Citizen, it wasn’t bad even if the game was more blurry and my FPS were a lot better.

Regarding DLSS, they’re constantly improving it and it becomes better and better. As said, No Man’s Sky is soooo smooth and still beautiful with it set on Quality.

DLSS is Nvidia tech, Xbox is using AMD. I believe it is clear: they said DLSS is not good for them, it is not good for them. Case close. Now what about AMD FSR then? Well sure, what about it? I don’t care much at this stage.

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Where? I saw them skipping the DLSS part from the feedback snapshots in their last Q&A. I must have missed it.
EDIT: Nevermind, I just saw it during the community questions. They never said it was off the table, Seb said, and I quote:

I don’t say we never gonna do it but it costs a lot of investment in terms of dev time and the benefit is low so we’re just moving this out because we just have so many other things to look at. But it’s going to come at some point. DX12 first, once it’s up there, bugs are going to be fixed first. Once we can free up render resources, maybe dropping DX11 at some point, then we’ll have time to do stuff like DLSS.

So don’t expect DLSS tomorrow but this is not a closed case. :yum: DX12 is taking all the render team time right now.

This is disturbing. Why MSFS could be the only program not taking benefit of such technology? How did they tried it?

I tried or played nearly all games and sim taking advantage of DLSS (well, that’s not an huge list currently) and every time it was with a good benefit on FPS side, and in any case an huge benefit on quality side. Far better than any TAA antialiasing games I owned and where I can switch between both method for testing purpose. I always used the higher settings called “Quality”, and sometimes the gain on fps wasn’t that huge (but always more than 20% better) but the crispness was priceless. TAA eliminate small vertical line like a distant electrical post, where DLSS draw it perfectly. Shimmering on distant foliage is also non existent, etc.

As I said, currently No Man’s Sky implement greatly DLSS and the result is simply amazing.

I think they consider this only as a new Anti-aliasing method and didn’t study it seriously. And I’m not only talking about DLSS. FSR from AMD is also something worth to check.

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They explain it a bit in the q&a

Yes they explained it a bit but I didn’t fully get it, you should check out their last Q&A: https://www.youtube-nocookie.com/embed/r6-2nGEXn0w go to DLSS chapter.
And I think you’re mixing up TAA and DLAA which is the upscaling technology they use when setting the render scale slider to less than 100% (and results in a terribly aliased game, I agree).

Only them know, but you might want to consider what is their financial advantage in supporting DLSS, an NVidia tech which not compatible with their flagship hardware running the game:

They haven’t talked about AMD FSR though during the Q&A or did I miss it?

And honestly anytime DLSS or AMD FSR is brought up, they tell their TAA technology is better anyhow, [auto-censured], it must certainly be true then.

PS: one thing for sure, you can already use DLSS and FSR with other games, and some of these do have a much more open SDK allowing 3rd parties to do the 1 day work needed to code and implement FSR and trying it out. When it is on the market, then you’ll know whether DLSS fits in or not for the use case of “flying an aircraft above the ground” (I don’t want to use the word simulator to not let the reader thinking I’m talking about X-Plane 12).

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