Tuesday, January 31st 2023
Cyberpunk 2077 Gets NVIDIA DLSS 3 Support
CDProjekt Red today released a major update to Cyberpunk 2077, which adds support for the NVIDIA DLSS 3 performance enhancement. DLSS 3 leverages the Optical Flow Accelerator component of GeForce RTX 40-series "Ada" graphics cards to generate nearly every alternate frame entirely using AI, without involving the main graphics rendering pipeline, with which it nearly doubles frame-rates at quality comparable to native resolution. When used in conjunction with DLSS quality settings, DLSS 3 ends up working like a frame-rate multiplier. The feature also ends up positively impacting energy efficiency of the GPU. DLSS 3 requires a GeForce RTX 40-series GPU.
Source:
NVIDIA
75 Comments on Cyberpunk 2077 Gets NVIDIA DLSS 3 Support
okay, but how does it LOOK?
FTFY
And so the “buy this $1800 GPU for improved visuals while decreasing the quality of your visuals fad continues”.
In other news, I don't give a rat's a$$ is a frame is generated by the rendering pipeline or not. As long as it doesn't flicker, it's all good.
Having said that, I still don't see this update on steam and they've been threatening DLSS3 for a few months now.
I play on a 4090 and I love DLSS and frame generation, even playing about 3ft away from a 43” monitor it looks and runs great now and it will only get better in time. DLSS was horrific when it launched but looks very good now and still improving.
I tried it out in Spider-Man, A Plague of Requiem, and MS FS and I honestly have no issues running both features, for MS FS frame generation is absolutely necessary to get a high frame rate maxed out at 4K. For lower end GPUs these features are great as it allows them to get great looking games at playable performance without relying on brute force. Why play harder when you can play smarter.
CP2077 DLSS2 vs DLSS3
screenshots are taken from walking clips, not standing still
I don't know if frame generation works well at that low native fps.
Of course, as @Raiden85 said, if you look for pixel error, you will find it, but in game, it's imperceptible and the game it's a lot more smoother and equally crystal clear.
AND So demanding for what example driving cars you hit cars nothing happens to cars so no destruction or PhysX.
But we are in a time of absurdity, so this should not surprise me...I just can't get accustomed to it (and I will never be)...
DLSS2 (and other similar methods) are a real help, as it is upscaling with real frequency increase gains. While it has glitches too, the gains are real. It is a justified and useful tool.
I've actually used this in Portal and Witcher 3 and it works amazingly well in game, completely upgrades the experience.
Do you choices matter yet for the story?
The latency feel doesn't change much (but indeed, witcher 3 isn't really CS:GO, Geralt is always super clunky anyway) but the fluidity is drastically increase and you can't really see any defect. The image is stable and no flickering.
It may have been just Nvidia engineer and not "Real scientific" but the work is there and it's legit work. If it was just a gimmick, AMD wouldn't have announced their own version too.
DLSS3 is not for your typical Fast action shooter at 300 FPS+, it's totally useless for that. IT's more for slow game with heavy engine that struggle to get higher fps. Flight Simulator is another good example.
For those kinds of game, it's really beneficals. it doesn't solve all problem, but it solve the fluidity of the motion problem.
One thing are rendered frames and other are "generated" frames. Generated are not rendered. They have to be made from a previous (and probably a next) rendered frame, which means the latency is (not only) not decreased (but increased). Ah...now that's is a good thing... The glitches shouldn't happen, but that's apparently because it is AI so probably it gets to a point of not glitching (or simply use some form of interpolation haha). Remember the TVs that used interpolation to increase frame and everybody criticized and ridiculed...?
You're conveniently leaving that part out for your "it's a gimmick" argument.
DLSS3 It is obviously a BS way to generate fluidity. A very fake way. That's my problem with it: that things that are real, people call them "gimmick", while an obviously fake one, made because they couldn't solve the problem in a normal way, ah, that "it's fine", applauds... BUT if it satisfy people anyway, because at the end of the day, the lack of fluidity due to low frames is a very important issue, then it's fine, and in that, you (and the rest) are right. I don't have a problem with that, but with the double standards. "Nice try"? I just used your argument against you...ah...you didn't like it...
Read the comment above, you as the rest couldn't understand that my problem is not that it doesn't do well what's promised but the double standards (and with your responses, no wonder...).
Also, not all reviews liked it, that's why I mentioned the timing/pacing, that, again, maybe it was fixed (?). But, again, that's not the/my problem.
Hey, so, are you going to tell TPU about the reviews? Haha