Wednesday, April 3rd 2019
Further Optimizations to NVIDIA RTX, DLSS For Battlefield V
DICE and NVIDIA have been hard at work on their partnership to bring RTX and DLSS to Battlefield V. It seems the tech is a constant work in progress, as this isn't the first time the companies have introduced optimizations to the games' handling of DLSS and RTX since its release. According to the patch notes from the latest update, the Trial by Fire Update #2, there have been further optimizations to RTX on Ultra - with increased ray trace counts to improve quality of reflections, which will definitely hit performance further.
Additionally, DLSS now supports rendering in borderless mode, and DLSS sharpness has also been improved. This likely means that NVIDIA's servers are still hard at work processing their "ground truth" image for the available scenarios in-game, further optimizing image quality. This is one of those rare technologies that will be improving with time, bringing the "fine wine" argument to (likely) its clearest scenario yet.
Sources:
DICE, via Reddit
Additionally, DLSS now supports rendering in borderless mode, and DLSS sharpness has also been improved. This likely means that NVIDIA's servers are still hard at work processing their "ground truth" image for the available scenarios in-game, further optimizing image quality. This is one of those rare technologies that will be improving with time, bringing the "fine wine" argument to (likely) its clearest scenario yet.
32 Comments on Further Optimizations to NVIDIA RTX, DLSS For Battlefield V
That is precisely why DLSS is dead in the water. An AA that needs specific dev time and crunch time to 'git gud'... oh yeah, and don't use resolution X on card Y, because that's not supported because Nvidia said so.
It'd be hilarious if it wasn't so real.
DLSS is DOA
Found use for the CUDA cores and Tensor cores, but haven't found any use for the RT cores yet. Maybe I will try the Quake II RTX rebake when it is available.
2080 w/ Ryzen 7 2700x
(And I'm not saying DLSS is a runaway success. Just that I don't count it as dead just yet.) What do you mean? When everything but RT can be done in real time with relative ease, how is RT not too demanding? ;)
I shit on DLSS in the beginning but the more I looked at the images the more I came to the realization that I have to stare at a still image to really pick it apart. If I had these images moving by sixty times a second all while trying not to die and yelling expletives at the sap trying to kill me....I doubt I would notice.
Now, the exact opposite of that is true for RTRT. I have to really stare at a still image before I can objectively say 'Yeah, that looks better' or 'Nope, looks about the same'. With that flying by at sixty times a second, it just isn't noticeable or provide any value for the hit. Except for the hot trash that is BFV RTX. It straight up looks garbage and I would turn it off.
And you're on to something about RTRT. Lighting can be pretty subjective to the human eye. I've posted before, as long as developers can't go full RTRT (and they won't, for years to come), games will offer a hybrid solution that prevents devs from shedding off rendering steps that aren't needed when doing RT only. That's not what will make RT shine in the next few years. But the first developer that lets you get a glimpse of an enemy sneaking up on you in a reflection, just might.
The good news is every game engine worth something is adding RTRT support (whether it's done right or just a haphazard attempt is another story). And I'm hoping we'll at least get some 100% RTRT demos to shows us what's really possible - even though we know that already.
Perhaps DLSS requires it due to an algorithm that equates angle dependence to pixel Z depth as calculated by RTRT? At the end there is a huge penalty in performance that cannot be masked on high frame rate lower resolutions.
It's the same problem. What "Real Time" means is that it needs to output a significant number of frames per second.
How do you measure "being demanding"? Are these operations "demanding" in your world?