Friday, April 5th 2024
NVIDIA Releases DLSS 3.7.0 With Quality E Preset for Image Quality Improvements
Yesterday, NVIDIA released the latest version of its Deep Learning Super Sampling (DLSS) 3.7.0. The newest version promises to improve image quality. Among the most notable additions is the now default "E" quality preset. This builds upon the previous DLSS versions but introduces noticeably sharper images, generally improved fine detail stability, reduced ghosting, and better temporal stability in general compared to DLSS 3.5. It has been tested with Cyberpunk 2077 in the YouTube video with the comparison between DLSS 3.5.10, DLSS 3.6.0, and the newest DLSS 3.7.0. Additionally, some Reddit users reported seeing a noticeable difference on Horizon Forbidden West at 1440p.
Generally, the DLSS 3.7.0 version can be a drop-in replacement to the older DLSS versions. Using DLSS Tweaks, or even manually, users can patch in the latest DLSS 3.7.0 DLL and force games that weren't shipped initially or updated to support the latest DLSS 3.7.0 DLL file. We have the latest DLL download up on our Downloads section on TechPowerUp, so users can install DLSSTweaks and grab the desired file version on our website.
Grab the latest DLSS 3.7.0 DLL file here.
Sources:
MxBenchmarkPC, via Reddit r/NVIDIA
Generally, the DLSS 3.7.0 version can be a drop-in replacement to the older DLSS versions. Using DLSS Tweaks, or even manually, users can patch in the latest DLSS 3.7.0 DLL and force games that weren't shipped initially or updated to support the latest DLSS 3.7.0 DLL file. We have the latest DLL download up on our Downloads section on TechPowerUp, so users can install DLSSTweaks and grab the desired file version on our website.
Grab the latest DLSS 3.7.0 DLL file here.
54 Comments on NVIDIA Releases DLSS 3.7.0 With Quality E Preset for Image Quality Improvements
Or street lights still show trail as you pass them:
changing via the tool dlss tweaks.
At that point I'm not even sure if you are enjoying the game itself or not, for me these differences are borderline impossbile to spot while playing a game I'm immersed in so basically free performance.
Not to mention that TAA has its own issues too which I can notice even easier than those from DLSS.
This is not a jab at you personally more like in general.
I've already updated my Forbidden West with this new 3.7.0 version even tho the game already looked nice with whatever version it was shipped.
In the last Squad update they moved to 3.6.x and it helped, but there's still occasional trail popping up. Seeing how the goal of DLSS is to match source quality as closely as possible then yes, pixel peeping is needed for the tech to improve.
Yeah nothing new either, can't relate either cause I don't play such games but like the example in the OP with Cyberpunk its not like you gonna notice it during normal gameplay. 'I've finished the entire game with 2.5.1 and it was perfectly enjoyable'
Also does that ghosting actually hinders your competitive experience compared to the extra performance you get from DLSS in that specific game?
The only problem with competitive games is that they often use some form of anticheat and that might not agree with swapping of the DLL's.
Currently I'm playing Forbidden West with DLSS on Quality and it looks the same if not better than TAA and that game has a decent TAA implementation for a change so I will take the performance uplift and the less power draw/heat on my card.
If I was playing a competitive game then I wouldn't care either cause those games are meant to be played on competitive settings no? 'usually on low-medium/max draw distance mix so upscalers shouldn't be needed that much anyway so idk why bring that example here'
It's using a forced sharpening filter, which is obvious from the ringing.
3.6 is what it looks like when no sharpening is applied.
; OverrideSharpening: allows overriding the DLSS sharpening applied to the image
; This only affects pre-2.5.1 DLSS versions, v2.5.1 and later versions removed sharpening from DLSS (use sharpening available in NV control panel instead)
;
; Value can be from -1.0 to 1.0, negative numbers will apply a softening filter, while positive ones will sharpen
; (eg. setting to 0.64 will apply 64% sharpening filter)
; Can usually be changed during gameplay fine, by simply editing the INI file
; (you may need to set a value to this first before starting game though, in order for the DLSS sharpening flag to be set)
;
; Usage:
; - Set to a value from -1.0 to 1.0 to apply softening or sharpening
; - Set to 0 to disable softening/sharpening (will leave any DoSharpening DLSS flag in place though, which may still affect image)
; - Set to "disable" to completely force the sharpening flag to be disabled (this will prevent changing OverrideSharpening during gameplay)
; - Set to "default" (or comment out the line) to prevent this override from applying, leaving the value at whatever game sets for it
OverrideSharpening = Default
I ponder whether there will come a time when we can eliminate temporal filters, along with their derivatives, and eradicate this obstructive "fog" that distorts/blurs the image.
No, it depends of if game calls Sharpen only, not a 3.7 change (emoose).