Tuesday, August 22nd 2023
NVIDIA Announces DLSS 3.5 Ray Reconstruction Technology, Works on GeForce 20 and Newer
At this year's Gamescom 2023, NVIDIA will be releasing several new updates for the GeForce Gaming crowd. These are led by the announcement of the new DLSS 3.5 Ray Reconstruction feature, available this Fall for all GeForce RTX GPUs (RTX 20-series and later). DLSS 3.5 introduces a new feature called "Ray Reconstruction Technology" that's specifically designed to improve the way ray traced elements look in games. While traditional rasterization calculates every single pixel, for each frame, real-time ray tracing cannot do that, for performance reasons. During rendering, only few rays are shot in a coarse grid, which leaves empty "black" gaps in-between the ray outputs. To fill those in, a denoiser is used that runs various algorithms to literally fill in the blanks.
With DLSS 3.5, NVIDIA introduces a new denoiser that's optimized to work hand-in-hand with DLSS 2 upscaling, to provide better image quality results that are more correct at the same time. This feature relies on the Tensor Cores (not the RT cores, we asked), so it is available on all GeForce RTX graphics cards (Turing and newer).The picture below shows the traditional way to do RT effects. Please note that DLSS 2 upscaling is enabled here—the image is composited at low resolution first and then scaled to native size.In a first step, the engine creates the geometry and materials, but without any shading. This information is used to create the BVH acceleration structure for ray tracing, which helps to determine where rays intersect with world geometry. Next, a number of rays is cast and their path is traced, to calculate intersections, possibly let them bounce, maybe even several times. These results are now fed to the denoiser, which turns the individual pixels into a continuous image that looks like a ray traced reflection, shadow, lighting or ambient occlusion. With upscaling enabled, the denoiser generates output at the lower render resolution, not the final native output—the denoiser isn't even aware of the final resolution. On top of that, another problem is that the upscaler doesn't know anything about rays, it just sees the pixel output from the denoiser—all the original ray tracing values are lost at that stage.The biggest problem with denoisers is that they rely on previous frames, to "collect" enough pixel data for the final image. This means that the RT output is an average of several previous frames. The slide above details such problematic cases. For example, the mirror on a moving car gets combined throughout several frames, which results in ghosting artifacts. Another problem is with subtle illumination effects and reflections that just look smeared out.NVIDIA's innovation with DLSS 3.5 is that they are combining both the denoising and the upscaling steps into a single combined step that has more information available, which promises a higher-quality output image. The low-res output is combined with the output from rasterization, the ray tracing steps and the motion vectors, and everything is painted directly into a high-res output image, 4K in this case. The DLSS 3.5 algorithm also takes into account previous frames (temporal feedback), just like DLSS 2. Once upscaling is completed, another pass is made for the DLSS 3 Frame Generation feature (when enabled).Here's some results provided by NVIDIA that show how DLSS 3.5 Ray Reconstruction promises to enhance the RT fidelity over classic denoising techniques.Ray Reconstruction has negligible performance cost of its own, on frame-rate comparisons NVIDIA showed taken on an RTX 40-series GPU, DLSS 3.5 RR offers marginally higher frame-rates than DLSS 3 FG. NVIDIA made it clear that DLSS 3.5 is not a performance enhancing feature, but the focus is on image quality. Depending on the scene, the performance will be virtually identical, slightly better or slightly worse. In theory it is possible that game developers reduce the number of rays when DLSS 3.5 is enabled, which would lower the RT performance hit, and improve framerates—still with improved image quality. There's no handholding for that though, this is purely a game dev feature and out of the scope of NVIDIA's DLSS 3.5 implementation.DLSS 3.5 will not only be available in games, but also in NVIDIA's professional D5 renderer, where it will enable real-time previews of stunning detail.When it releases this Fall, DLSS 3.5 will be enabled on all GeForce RTX GPUs through a driver update. You now have three distinct subsets of DLSS—Super Resolution (SR), or the core image upscaling tech; Frame Generation (FG) introduced with DLSS 3, which doubles frame-rates by generating alternate frames using AI; and now the new Ray Reconstruction (RR) feature. DLSS 3.5 RR will work with all RTX GPUs, as all generations include tensor cores. On older RTX 20-series "Turing" and RTX 30-series "Ampere," DLSS 3.5 will work exactly like it does on the latest RTX 40-series "Ada," but FG won't be available. Games with support for Ray Reconstruction will have an additional checkbox "enable Ray Reconstruction", just like there's a checkbox "enable Frame Generation". We confirmed with NVIDIA that running DLAA with Ray Reconstruction is supported—you don't have to use the upscaler at all times.
While the naming is a bit confusing, it's great to see that NVIDIA is constantly improving their technology. There's no news yet regarding AMD's FSR 3; perhaps an announcement might come at Gamescom. However, from a technical standpoint, we'd classify Ray Reconstruction as "DLSS 2.5", because it has absolutely nothing to do with DLSS 3 Frame Generation, and is closely interlinked with DLSS 2 upscaling. It seems NVIDIA is now releasing all similar technologies under their established "DLSS" brand name, which is further segregated by feature. For example, "DLSS 3 Frame Generation" is only supported on GeForce 40—this announcement does not change that. The new "DLSS 3 Ray Reconstruction" works on GeForce 20 and newer though, just like "DLSS 2 Upscaling" works on GeForce 20, too.
With DLSS 3.5, NVIDIA introduces a new denoiser that's optimized to work hand-in-hand with DLSS 2 upscaling, to provide better image quality results that are more correct at the same time. This feature relies on the Tensor Cores (not the RT cores, we asked), so it is available on all GeForce RTX graphics cards (Turing and newer).The picture below shows the traditional way to do RT effects. Please note that DLSS 2 upscaling is enabled here—the image is composited at low resolution first and then scaled to native size.In a first step, the engine creates the geometry and materials, but without any shading. This information is used to create the BVH acceleration structure for ray tracing, which helps to determine where rays intersect with world geometry. Next, a number of rays is cast and their path is traced, to calculate intersections, possibly let them bounce, maybe even several times. These results are now fed to the denoiser, which turns the individual pixels into a continuous image that looks like a ray traced reflection, shadow, lighting or ambient occlusion. With upscaling enabled, the denoiser generates output at the lower render resolution, not the final native output—the denoiser isn't even aware of the final resolution. On top of that, another problem is that the upscaler doesn't know anything about rays, it just sees the pixel output from the denoiser—all the original ray tracing values are lost at that stage.The biggest problem with denoisers is that they rely on previous frames, to "collect" enough pixel data for the final image. This means that the RT output is an average of several previous frames. The slide above details such problematic cases. For example, the mirror on a moving car gets combined throughout several frames, which results in ghosting artifacts. Another problem is with subtle illumination effects and reflections that just look smeared out.NVIDIA's innovation with DLSS 3.5 is that they are combining both the denoising and the upscaling steps into a single combined step that has more information available, which promises a higher-quality output image. The low-res output is combined with the output from rasterization, the ray tracing steps and the motion vectors, and everything is painted directly into a high-res output image, 4K in this case. The DLSS 3.5 algorithm also takes into account previous frames (temporal feedback), just like DLSS 2. Once upscaling is completed, another pass is made for the DLSS 3 Frame Generation feature (when enabled).Here's some results provided by NVIDIA that show how DLSS 3.5 Ray Reconstruction promises to enhance the RT fidelity over classic denoising techniques.Ray Reconstruction has negligible performance cost of its own, on frame-rate comparisons NVIDIA showed taken on an RTX 40-series GPU, DLSS 3.5 RR offers marginally higher frame-rates than DLSS 3 FG. NVIDIA made it clear that DLSS 3.5 is not a performance enhancing feature, but the focus is on image quality. Depending on the scene, the performance will be virtually identical, slightly better or slightly worse. In theory it is possible that game developers reduce the number of rays when DLSS 3.5 is enabled, which would lower the RT performance hit, and improve framerates—still with improved image quality. There's no handholding for that though, this is purely a game dev feature and out of the scope of NVIDIA's DLSS 3.5 implementation.DLSS 3.5 will not only be available in games, but also in NVIDIA's professional D5 renderer, where it will enable real-time previews of stunning detail.When it releases this Fall, DLSS 3.5 will be enabled on all GeForce RTX GPUs through a driver update. You now have three distinct subsets of DLSS—Super Resolution (SR), or the core image upscaling tech; Frame Generation (FG) introduced with DLSS 3, which doubles frame-rates by generating alternate frames using AI; and now the new Ray Reconstruction (RR) feature. DLSS 3.5 RR will work with all RTX GPUs, as all generations include tensor cores. On older RTX 20-series "Turing" and RTX 30-series "Ampere," DLSS 3.5 will work exactly like it does on the latest RTX 40-series "Ada," but FG won't be available. Games with support for Ray Reconstruction will have an additional checkbox "enable Ray Reconstruction", just like there's a checkbox "enable Frame Generation". We confirmed with NVIDIA that running DLAA with Ray Reconstruction is supported—you don't have to use the upscaler at all times.
While the naming is a bit confusing, it's great to see that NVIDIA is constantly improving their technology. There's no news yet regarding AMD's FSR 3; perhaps an announcement might come at Gamescom. However, from a technical standpoint, we'd classify Ray Reconstruction as "DLSS 2.5", because it has absolutely nothing to do with DLSS 3 Frame Generation, and is closely interlinked with DLSS 2 upscaling. It seems NVIDIA is now releasing all similar technologies under their established "DLSS" brand name, which is further segregated by feature. For example, "DLSS 3 Frame Generation" is only supported on GeForce 40—this announcement does not change that. The new "DLSS 3 Ray Reconstruction" works on GeForce 20 and newer though, just like "DLSS 2 Upscaling" works on GeForce 20, too.
89 Comments on NVIDIA Announces DLSS 3.5 Ray Reconstruction Technology, Works on GeForce 20 and Newer
All the big announcements are on the first day of any tradeshow or conference. Likewise the keynote speech kicks off the event.
Fridays are a particularly bad day for press announcements because it's probably a holiday in some places and lots of people have adjourned for the weekend anyhow.
At a physical tradeshow by the third day no one wants to be there. Half of the staff bring their roll aboard luggage to the booth and head to the airport by lunchtime. Only the losers who drew the short straw end up with booth duty the last day. All of the good parties are over after the second night anyhow.
:):D:p
The only reason AMD would announce FSR 3.0 on Friday is if it is embarrassingly bad and they don't want the press to cover it.
It's up to the game developers to decide what forms of RT to implement: reflections, shadows, ambient occlusion, global illumination, caustics are just a few. It's not an "all or nothing" proposition.
These are the same decisions computer scientists have been making since the earliest days of computer graphics. Remember that all computer graphics are faking it enough to look passably acceptable. That bicycle spoke in a video game? It's not a metal wire, it's just a bunch of mostly grey dots next to each other. Looks too much like a staircase? Well, just fake a smoother appearance with some anti-aliasing.
Most likely there will be differentiated silicon in the future that doesn't exist today to handle some of these RT calculations. I never expected my Apple II+ to do everything a computer 30 years in the future could do. Hell, my *phone* is way more capable than my Pentium II machine from 25 years ago. There was no anti-aliasing in the original Choplifter game. Today there are plenty of helicopter simulation games with anti-aliased graphics but you need a certain level of hardware to accomplish it. You can't run MS Flight Simulator 2020 on the IBM PC Jr.
Today, Nvidia announced an image improvement technology that works on three existing generations of consumer GPUs. That's great. There's no extra cost to people who own these products. It's just up to the developers to implement it as they see fit.
If you're an Nvidia card owner, don't complain. No one took anything away from you. If you don't want it, just turn it off in the settings. Or delete the nvngx_dlss.dll file.
If you're an AMD or Intel Arc card owner, maybe the question directed to your manufacturer is "Et tu?"
(Disclaimer: I own computers with GeForce, Radeon, and Intel XeSS GPUs in addition to the Mac mini M2 Pro in my System Specs. I'm not whining.)
I don't own a GeForce card with a Lovelace GPU so I don't get DLSS 3 Frame Generation. Did I complain when Nvidia made that announcement? NO.
Someday Nvidia will announce a new graphics technology that won't work with the GeForce 40-series cards. I promise you.
DLSS 3 runs fine on Ampere and Turing class cards. The main feature you don't get with that hardware is DLSS 3 Frame Generation. In fact, DLSS 3 and DLSS 3 Frame Generation are provided by two separate dll files.
DLSS 3 Ray Reconstruction runs on all cards with Tensor cores. Both Frame Generation and Ray Reconstruction have basic DLSS 3 as a prerequisite but you can run DLSS 3 without the other two.
Note that Frame Generation is typically a checkbox in a game's settings. You can have DLSS 3 and turn off Frame Generation even on a Lovelace card.
It’s more than necessary to be implemented there.
Well, AMD made an announcement today
www.techpowerup.com/forums/threads/amd-fsr-3-fidelityfx-super-resolution-technology-unveiled-at-gdc-2023.306407/
which can be summarized in words: "We're working on it."
So really a non-announcement since we already know it was planned.
As I suspected, they did not wait until Friday to make their fake FSR 3.0 announcement.
I suppose that will temper some disappointment on Friday when they launch their mid-range GPUs when FSR 3.0 isn't there to prop up performance numbers.
"These cards are good and they'll be better someday... Someday when we get around to it..."
Bravo, AMD.:clap:
Edit: Sorry, false alarm. I was looking at something else and looked at this article without carefully examining the day.
Nothing to see, move along...
gpuopen.com/fidelityfx-denoiser/
developer.nvidia.com/rtx/ray-tracing/rt-denoisers
github.com/NVIDIAGameWorks/RayTracingDenoiser