Monday, January 6th 2025
NVIDIA Introduces DLSS 4 with Multi-Frame Generation for up to 8X Framerate Uplifts
With the GeForce RTX 50-series "Blackwell" generation, NVIDIA is introducing the new DLSS 4 technology. The most groundbreaking feature being introduced with DLSS 4 is multi-frame generation. The technology relies on generative AI to predict up to three frames ahead of a conventionally rendered frame, which in and of itself could be a result of super resolution. Since DLSS SR can effectively upscale 1 pixel into 4 (i.e. turn a 1080p render into 4K output), and DLSS 4 generates the following three frames, DLSS 4 effectively has a pixel generation factor of 1:15 (15 in every 16 pixels are generated outside the rendering pipeline). When it launches alongside the GeForce RTX 50-series later this month, over 75 game titles will be ready for DLSS 4. Multi-frame generation is a feature exclusive to "Blackwell."
133 Comments on NVIDIA Introduces DLSS 4 with Multi-Frame Generation for up to 8X Framerate Uplifts
Battlemage also got it’s own set of issues if you don’t use it with a recent fast CPU, the driver overhead is massive. And can diminish it’s price/performance ratio in some games.
All I’m seeing are companies offering a slightly better price to performance ratio because they struggle to take the crown. Even with their focus on software trickery, Nvidia is somehow still selling the fastest GPU in rasterisation (when the other are supposedly rasterisation specialists )
Old vs New:
At 4:26 he says that the new models require four times more compute during inference. Inference takes only a small part of the whole frame time, so the final performance impact won't be nearly so dramatic.
Interested to see a review of how the quality/performance of the new models compares to the old models.
And this 4:1 frame generation, if Nvidia's "optical flow" used with OPenXR in VR for reprojection (FG), where extrapolating 30hz to 90Hz mostly sucks, it's just a big gimmick to mask poor rasterization advances in Blackwell series.
It's a completely valid complaint.
I mean, look at those "performance" comparisons from the 5000 series marketing. Comparing 4000 series with a card that inserts 3x more frames. That's absurd at best.
wheres the declaration that variable DLSS4 is a boolean ?… and the declaration that gpu.modelNumber is an int variable.. LOL,
/possibly-wrong-have-not-programmed-in-20-years… so i am not sure what happens when variable are not declared in the lastest ”fancy” programming language… may AI compilers will clean that up…( lol)
but in any case, like it when people can refactor code into something shorter…. and means that they can debug code which is more important than writing code, IMO.
Rasterization is just a way of painting something. That's it. There is more than one way. With CUDA nvidia turned into an AI company. So these are AI cards period. However AI is another way to paint a game if you want to. As nvidia is the market leader they are going to drag the entire industry to this. In the future AI and all these tricks will be how you render a game and rasterization will be dead as horse buggy. You don't have a choice in this it's already happening. Rasterization is on the way out and will be gone.
Once that's done even the engine and other things are going to move to AI. You just don't realize it yet. Everything is moving to AI and the cloud and PC gamers still have their heads in the sand about what's been going on for years now even though the companies involved have been talking about it openly.
Wait for reviews, period.
Gamers can toddler stomp footsies in the corner all they want and it doesn't change squat. Let me put it this way. You yourself see it happening here. And then you spin around and say it won't happen and rasterization will stay. You see it with your own eyes and talk about it and then deny reality because you don't want it to be true. But that's the issue. It is true. And if you want to game on your PC you have to eat it now. And if you don't want to eat it you have to get off the PC. In the end, nvidia won and did exactly what they have been telling you they would do, were doing, and now did do!
1) I agree that the new one looks over-sharpened. Comparisons from more games are needed to see if it's caused by the new model or if it's game specific or if it's due to resizing and video compression.
2) Aliasing might seem worse to you because of the added detail (sharper images always make aliasing more visible), but if you look at the video, you will see that there is more aliasing in the old one (even though it has softer image which should hide aliasing)
3) These details may exist in previous frames. Each frame a different sub-pixel shift is added, which makes a real resolution increase possible when data from multiple frames is merged together. But even if all these micro details are completely made up, if they are fitting and make sense, then they make CG graphics better. You are not getting 100% what artist has envisioned anyway (production time constraints and tools limitations, texture compression, real-time 3D rendering limitations, game size constraints etc.).