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.
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89 Comments on NVIDIA Announces DLSS 3.5 Ray Reconstruction Technology, Works on GeForce 20 and Newer

#26
oxrufiioxo
gffermariI was expecting FSR 3.0 this very day 1 of the Gamescom and I got DLSS 3.5.
Sorry but that's a goal for nVidia.
Maybe Friday.
Posted on Reply
#27
cvaldes
oxrufiioxoMaybe Friday.
Highly unlikely.

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.
Posted on Reply
#28
AusWolf
Can anyone explain what I just read? The level of technicality needed to understand these various DLSS versions is absurd.
Posted on Reply
#29
oxrufiioxo
cvaldesHighly unlikely.

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.
Mostly figured if they did announce it it would be with the 7700XT and 7800XT. Although I'm mostly with you at this point but if they don't announce it this week then when lol.... It's already been forever in gpu years since they announced it.
Posted on Reply
#30
JustBenching
AusWolfCan anyone explain what I just read? The level of technicality needed to understand these various DLSS versions is absurd.
DLSS 3.5 is an AI denoiser instead of the " manual" we had until now. Basically you can't run 8m rays to properly render a 4K game, so denoisers try to fill in the blanks.
Posted on Reply
#31
Steevo
cvaldesWhile AMD continues to chase pure rasterization performance, Nvidia has diversified its approach in leveraging other differentiated silicon toward the future. More importantly, Nvidia has built an enormous universe of developer infrastructure. It's not just a bunch of peculiar circuits on a silicon die.

While initial DLSS efforts were largely dismissed by many gaming enthusiasts, many of these people didn't foresee that Nvidia would actually put in the effort into making it better. You walk before you run. Some people don't get this.

Nvidia's timing here is enviable. With the sudden AI craze, Nvidia is several years ahead of everyone else in the machine learning world. And again, it's not just the silicon. They have the software tools ready for others to build with.

I'd give Intel a better chance than AMD to put some pressure on Nvidia in the machine learning realm. All of the big revenue opportunities over the next ten years are outside the consumer gaming world.
All those really great words mean that when real ray tracing is a thing these cards won't be able to do it due to performance.
Posted on Reply
#32
cvaldes
SteevoAll those really great words mean that when real ray tracing is a thing these cards won't be able to do it due to performance.
There are different kinds of ray tracing. They're all graphics hacks to approximate what happens in real life. No one expects a comprehensive real-time algorithm for that anytime in the near future.

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.
Posted on Reply
#33
kondamin
Does this mean I can do that enhanced TES Morrowind thing on my 30 series card?
Posted on Reply
#34
fath218
ChomiqIs this a joke? DLSS 3 requires 40-series but somehow 3.5 runs on 20-series and up?
Seems to be 2 stuffs at different stages. 3.5 just means it's released later than 3.0.
Posted on Reply
#35
cvaldes
ChomiqIs this a joke? DLSS 3 requires 40-series but somehow 3.5 runs on 20-series and up?
No, but the naming is getting muddled.

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.
Posted on Reply
#36
AusWolf
fevgatosDLSS 3.5 is an AI denoiser instead of the " manual" we had until now. Basically you can't run 8m rays to properly render a 4K game, so denoisers try to fill in the blanks.
Right. Does it mean that DLSS 3.5 works best when RT is on?
Posted on Reply
#37
JustBenching
AusWolfRight. Does it mean that DLSS 3.5 works best when RT is on?
It doesn't work at all with RT of. It's an RT image denoiser
Posted on Reply
#38
AusWolf
fevgatosIt doesn't work at all with RT of. It's an RT image denoiser
Ah, got it. Thanks. :)
Posted on Reply
#39
gffermari
DLSS 3.5 in Hogwarts Legacy yesterday please.
It’s more than necessary to be implemented there.
Posted on Reply
#40
Kyan
cvaldesHighly unlikely.

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.
Apparently, AMD is set to do presentation on friday, it's an information from the 20/08 on a news website.
Posted on Reply
#41
AusWolf
KyanApparently, AMD is set to do prensentation on friday, it's an information from the 20/08 on a news website.
Knowing their PR, they'll probably announce the date of the next announcement.
Posted on Reply
#42
sethmatrix7
Glad they are bringing this feature to 20 and 30 series.
Posted on Reply
#43
cvaldes
gffermariI was expecting FSR 3.0 this very day 1 of the Gamescom and I got DLSS 3.5.
Sorry but that's a goal for nVidia.
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.
oxrufiioxoMaybe Friday.
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...
Posted on Reply
#44
AusWolf
cvaldesWell, 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:
Today? That's an article from 24 March.
Posted on Reply
#45
oxrufiioxo
AusWolfToday? That's an article from 24 March.
Yeah, I was confused by it as well.... Couldn't find any information on AMD saying anything.
Posted on Reply
#46
lemonadesoda
In nV trying to keep terminology simple, and using DLSS 3 to represent two distinct technologies, nV now improved one part if DLSS 3, the denoiser, call it DLSS 3.5, which can run on prior technology. Confusing. Now was the time to de-discombobulate and create new terminology to make it less confusing. (Aka denoise their terminology)
Posted on Reply
#47
W1zzard
lemonadesodanow improved one part if DLSS 3, the denoiser
The denoiser was never part of DLSS, it was part of the code that game developers created in-house and shipped with their game
Posted on Reply
#48
lemonadesoda
Each developer coded their own random denoiser? DLSS x never included an nV denoiser? nV just left an output of speckled RT holes the developer had to fill in themselves? Wow, that was a massive gap (pun intended)
Posted on Reply
#50
matar
Thank you Nvidia i was SO MAD DLSS 3 did not support 3000 series and Now we are happy which feature proves our RTX 3000 series and 2000 series Cards.
Posted on Reply
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