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NVIDIA DLSS 3.5 Ray Reconstruction

W1zzard

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NVIDIA DLSS 3.5 launches today, supporting GeForce 20 and newer. The new algorithm improves the looks ray traced lighting, reflections, shadows and more. In our DLSS 3.5 Ray Reconstruction review we test image quality, but also discovered that VRAM usage actually goes down and performance goes up.

Show full review
 
In a nutshell, nothing revolutionary, but a respectable step in the evolutionary process of efficiently increasing visual quality.
 
Which driver has been used with those benchmarks? I'm asking cause Nvidia released a new ones just today (537.42) and they support Phantom Liberty among the others.
 
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Thanks for all the hard work you really deserve a break. I am excited to try this out today for myself.

100% the settings menu in CP sucks though it always want's to enable other stuff for some reason.
 
Which driver has been used with those benchmarks?
537.34 as recommended by NVIDIA for this specific article

Edit: added the test system table at the end of the performance page

Thanks for all the hard work you really deserve a break
Yeah it's been a busy week
 
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TY for including the 4070 in this.
 
"Better than native" -> Proceeds to show a plethora of comparisons where DLSS borks effects like smoke, shadows, DoF or bloom.

Why is the conclusion longer than the rest of the article anyway?
The shadows in some places are blurred, take a look at the "turbo" back there. In other places there is a superposition of contrast where it is very bright.
The shadows varying in sharpness might actually be a correction. In real life shadows are not always going to be sharp all the way through. Soft shadows are a feature in state-of-the-art pre calculated 3D renderers.
Soft Shadows in PRMan (pixar.com)
1695311753998.png
 
Its impressive tech but it obviously has some drawbacks right now, one being the absolute destruction of some textures, the final image comparrision shows that RR enabled just removes all detail from the floor marbling texture, almost like its not just running RR on the lighting but on the full scene and it's denoising textures?
 
The shadows varying in sharpness might actually be a correction. In real life shadows are not always going to be sharp all the way through. Soft shadows are a feature in state-of-the-art pre calculated 3D renderers.
Soft Shadows in PRMan (pixar.com)
View attachment 314558

People are so use to fake image techniques and non accurate lighting/shadows etc when they see something more accurate it throws them off. I get it though we've been conditiond by 30+ years of developers faking lightning/reflections etc somthing that is more accurate doesn't always look better.

Also this is a free extra toggle for anyone with an RTX gpu that in most scenarios seems to improve both image quality and performance I'll judge it in motion on a 65 inch oled later today but in videos I've seen it's impressive.

At least 50% of gpu owners don't even have an RTX gpu more if we include consoles to even use this so hopefully a more open solution is developed.
 
People are so use to fake image techniques and non accurate lighting/shadows etc when they see something more accurate it throws them off. I get it though we've been conditiond by 30+ years of developers faking lightning/reflections etc somthing that is more accurate doesn't always look better.

Also this is a free extra toggle for anyone with an RTX gpu that in most scenarios seems to improve both image quality and performance I'll judge it in motion on a 65 inch oled later today but in videos I've seen it's impressive.

At least 50% of gpu owners don't even have an RTX gpu more if we include consoles to even use this so hopefully a more open solution is developed.
Reality is hard, so hard that...
buprestid-beer-bottle-56a51eea3df78cf77286559e.jpg
 
"Better than native" -> Proceeds to show a plethora of comparisons where DLSS borks effects like smoke, shadows, DoF or bloom.

Why is the conclusion longer than the rest of the article anyway?

There's loss of fine detail as well. In image 2, the grey pipes on the right hand size and the barrier on the left hand side both loose detail. You can notice the loss of detail in the pipes from a distance without zooming in.

The floor tiles in image 5 looks like plastic with RR enabled and loose a lot of detail compared to the native image. The trash cans too loose a lot of the rust detail.

The foliage highlighted in image 4 has sharpening artifacts and unnaturally stands out. If you look closely there are a lot of sharp black pixels added that makes them stand out where native the pixels transition normally.

You can also see that it appears that some light sources have been disabled. Again in image 2 you can see the light mid left is off with RR enabled and on in native.

RT in general in these screenshots isn't doing a very accurate job, in the 2nd image again it's adding shading under many objects even though in a brightly lit outdoor scene the sun is bouncing off the ground should be hitting those spots. I have to wonder if they are calculating any ray's reflecting at all. I would describe this RT style as Dollhouse, everything looks more fake and unsettling.
 
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The shadows varying in sharpness might actually be a correction. In real life shadows are not always going to be sharp all the way through. Soft shadows are a feature in state-of-the-art pre calculated 3D renderers.
What the hell are you actually talking about? In the very first comparison the wall has a hard shadow on the DLSS side and a progressive soft shadow on the native one.

People are so use to fake image techniques and non accurate lighting/shadows etc when they see something more accurate it throws them off. I get it though we've been conditiond by 30+ years of developers faking lightning/reflections etc somthing that is more accurate doesn't always look better.

Also this is a free extra toggle for anyone with an RTX gpu that in most scenarios seems to improve both image quality and performance I'll judge it in motion on a 65 inch oled later today but in videos I've seen it's impressive.

At least 50% of gpu owners don't even have an RTX gpu more if we include consoles to even use this so hopefully a more open solution is developed.
It's not more accurate. DLSS is making details pop up when it shouldn't, washing surfaces for no reason and sharpening stuff that makes it uncanny.

There's loss of fine detail as well. In image 2, the grey pipes on the right hand size and the barrier on the left hand side both loose detail. You can notice the loss of detail in the pipes from a distance without zooming in.

The floor tiles in image 5 looks like plastic with RR enabled and loose a lot of detail compared to the native image. The trash cans too loose a lot of the rust detail.

The foliage highlighted in image 4 has sharpening artifacts and unnaturally stands out. If you look closely there are a lot of sharp black pixels added that makes them stand out where native the pixels transition normally.

You can also see that it appears that some light sources have been disabled. Again in image 2 you can see the light mid left is off with RR enabled and on in native.

RT in general in these screenshots isn't doing a very accurate job, in the 2nd image again it's adding shading under many objects even though in a brightly lit outdoor scene the sun is bouncing off the ground and hitting those spots. I have to wonder if they are calculating any ray's reflecting at all. I would describe this RT style as Dollhouse, everything looks more fake and unsettling.
The whole DLSS thing is a mess and I honestly don't know how reviewers are praising it and forums swarmed by people with seriously damaged vision.
 
What the hell are you actually talking about? In the very first comparison the wall has a hard shadow on the DLSS side and a progressive soft shadow on the native one.
You are talking about that one? It's still soft, (compare it to the fence shadow) just not as soft it's also from a moving object since the position is also different.
1695314890248.png
1695314912412.png


Shadows is not the thing that I would criticize with DLSS 3.5, but rather how it's altering some texture when it's fixing the Path tracing. Better trees reflections, but the marble is not marble anymore. (That's DLSS VS DLSS 3.5 btw)
1695315037252.png
 
You are talking about that one? It's still soft, (compare it to the fence shadow) just not as soft it's also from a moving object since the position is also different.
View attachment 314567View attachment 314568

Shadows is not the thing that I would criticize with DLSS 3.5, but rather how it's altering some texture when it's fixing the Path tracing. Better trees reflections, but the marble is not marble anymore
View attachment 314569

Hub did a pretty good comparison of what it does much better and what it does worse.


Also pretty interesting.

 
Well looks like Ray Reconstruction doesn't work for me on my 2060 Super!! Just update CP2077 to Patch 2.0 then I cleanly installed new Nvidia drivers and RR are blanked!! And in Performance way I have 5700x 32gb ram and at 1080p Ultra+Psych RT+DLSS Quality i get +-30 FPS Hue Hue Hue!!
 
You are talking about that one? It's still soft, (compare it to the fence shadow) just not as soft it's also from a moving object since the position is also different.
I meant fence, sorry. The fence loses all the softness progression on its shadow.
 
"Better than native" -> Proceeds to show a plethora of comparisons where DLSS borks effects like smoke, shadows, DoF or bloom.

Why is the conclusion longer than the rest of the article anyway?
Unfortunately, scenes are not static. Sun, lights, people, smoke and other things move and change between screenshots. It makes it hard to gauge what is borked vs what has changed in the scene.
 
Unfortunately, scenes are not static. Sun, lights, people, smoke and other things move and change between screenshots. It makes it hard to gauge what is borked vs what has changed in the scene.
The smoke that covers the building in the second comparison isn't gone, the DLSS just killed it. In the same fashion it added cell-shading to the cocrete pipes or over-sharpened the grid shadow when it's supposed to be soft.
 
Can someone please clarify something for me:
DLSS 2.0 = Upscale
DLSS 3.0 = Upscale + Frame generation?

I haven't been following this subject for a while. Thanks in advance
 
Why does better than Native keep getting pedaled in any DLSS review/marketing materials? By definition you cannot create more from less information; textures will never be better than native, not to mention a slew of other artifacts introduced from upscaling techniques.
 
Well looks like Ray Reconstruction doesn't work for me on my 2060 Super!! Just update CP2077 to Patch 2.0 then I cleanly installed new Nvidia drivers and RR are blanked!! And in Performance way I have 5700x 32gb ram and at 1080p Ultra+Psych RT+DLSS Quality i get +-30 FPS Hue Hue Hue!!
It only works with PT enabled for now.

Why does better than Native keep getting pedaled in any DLSS review/marketing materials? By definition you cannot create more from less information; textures will never be better than native, not to mention a slew of other artifacts introduced from upscaling techniques.
Youl learn to ignore them in time. It's people who bought the wrong GPU and now they pretend they can tell the difference. If you ask them for a blind test they will disappear into the ether.
 

another in depth comparison of the pros and cons of using it although the person doing the testing says he will be using it at home.
 
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