Tuesday, September 21st 2021
NVIDIA Prepares to Deliver Deep Learning Anti-Aliasing Technology for Improved Visuals, Coming first to The Elder Scrolls Online
Some time ago, NVIDIA launched its Deep Learning Super Sampling (DLSS) technology to deliver AI-enhanced upscaling images to your favorite AAA titles. It uses proprietary algorithms developed by NVIDIA and relies on the computational power of Tensor cores found in GeForce graphics cards. In the early days of DLSS, NVIDIA talked about an additional technology called DLSS2X, which was supposed to be based on the same underlying techniques as DLSS, however, just to do image sharpening and not any upscaling. That technology got its official name today: Deep Learning Anti-Aliasing or DLAA shortly.
DLAA uses technology similar to DLSS, and it aims to bring NVIDIA's image-sharpening tech to video games. It aims to use the Tensor cores found in GeForce graphics cards, and provide much better visual quality, without sacrificing the performance, as it runs on dedicated cores. It is said that the technology will be offered alongside DLSS and other additional anti-aliasing technologies in in-game settings. The first game to support it is The Elder Scrolls Online, which now has it in the public beta test server, and will be available to the general public later on.
Source:
via Tom's Hardware
DLAA uses technology similar to DLSS, and it aims to bring NVIDIA's image-sharpening tech to video games. It aims to use the Tensor cores found in GeForce graphics cards, and provide much better visual quality, without sacrificing the performance, as it runs on dedicated cores. It is said that the technology will be offered alongside DLSS and other additional anti-aliasing technologies in in-game settings. The first game to support it is The Elder Scrolls Online, which now has it in the public beta test server, and will be available to the general public later on.
50 Comments on NVIDIA Prepares to Deliver Deep Learning Anti-Aliasing Technology for Improved Visuals, Coming first to The Elder Scrolls Online
In regards to adoption, assume 20-25% AMD deployment on desktops and laptops based off Steam stats, all modern NVIDIA cards, and last but not least all PS5 and Xbox S/X.
This is not about difficulty of implementation , it's about having native resolution with the best anti aliasing possible . Since the game is not upscaled DLAA is going to be more taxing on the hardware than DLSS .
4K144+ is a very smooth experience, i just recently migrated from 60Hz and attest to the basic elimination of screen tearing without V-Sync enabled, etc
My intention is not to hate on FSR, but how developers are supposed to treat players seriously if they cannot see the difference between cheap upscaler/sharpener and proper reconstruction. What you are essentially telling them is "We cannot see a damn thing anyway, so why give us any actual technology?"
Differences are minimal macro normal view, 4K FSR Ultra Quality versus 4K DLSS Quality, unless zooming very far in. In gameplay the player will not know the difference.
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The differences are negligible. Neither is a nightmare, and both look similar even rendering the game on my desktop testing both on my 3090 and 6900 XT.
Going from 60 yo 144 Hz made a huge difference for me...
4K giving reduced reasons for AA, and 144 giving reduced reasons for V-Sync, imho
Nvidia is not doing anything original here IMO, but it is welcome in games.
So i presume AI is from the internet?
Research into different upscaling methods have been going on for decades and while the methods DLSS/XeSS/FSR use are from a while back (if we look at the landscape of general upscaling) the limited timeframe is the key factor in games.
DLAA without DL is just regular AA, we already have about two decades of development covering a myriad of clever sampling/dynamic resolution/temporal/sharpened/edge-detecting combinations. FXAA or TXAA seem to be good enough for most people at modern HD resolutions and 60FPS framerates, so adding some proprietary garbage that only works properly once Nvidia have tuned the algorithm and bundled it into drivers is, IMO, not useful enough and too late to the party in almost every instance.
I think my beef with DLAA is in the naming, not the actual technology. Using the otherwise-wasted tensor cores to do something useful is good. Just call it TensorAA ffs. It has NOTHING to do with deep-learning if it's just making use of spare silicon to do a regular AA job.
Nvidia probably has trained its neural network well enough to create Skynet, now they are telling the tensor cores to destroy gamers in games first before carrying out real world domination.
SMAA vs FXAA
Good enough compared to the best alternatives at any given resolution? Yes.
- FXAA can't compensate for lack of resolution, but hides jaggies for free. It's better than no AA unless it's implemented so poorly that it also applies to the HUD/Text.
- TXAA does a much better job of maintaining detail but comes with a requirement for reasonably high framerates, and whilst cheap it's not free. 99% of cases it should be used if it's an option because the image quality improvements are significant for very little cost.
In an ideal world, AI is smart enough in realtime to know which parts of the image require VRS, MSAA, and TXAA. Nvidia's DLSS/DLAA isn't that AI, so until we get an actual inteligent frame-analysis AI that can apply enhancements on a per-frame basis, we're still living in the "generic postprocessing filter" era. Call it whatever name you want, it's not going to be a solution without compromise. The only good thing about DLAA is that tensor cores are horrendously under-utilised on consumer RTX cards, so giving them anything to do is a bonus.Are there many wanting to scale up to 1080p anyway?!.
What I liked best about DLSS is that it reduce the texture flickering, which is quite distracting, in Deathloop the flickering just made me not wanna to look at the game anymore.
TXAA (or any variant of TAA) is what you need to help with that. DLSS has a temporal component, so it's the TXAA part of DLSS that you like.