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NVIDIA Releases DLSS 3.7.0 With Quality E Preset for Image Quality Improvements

AleksandarK

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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.


View at TechPowerUp Main Site | Source
 
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And you can still see ghosting on cars moving at a distance:
1712308469630.png

Or street lights still show trail as you pass them:
1712308620533.png
 
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WoW you can see really the difference :laugh:
 
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And what is the "E" preset, and how does one see what preset a game is using, or change it?
 
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Some minor visual improvement from DLSS v3.5 is still great, given that DLSS is still the best upscaler there is atm
 
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And you can still see ghosting on cars moving at a distance:
View attachment 342138
Or street lights still show trail as you pass them:
View attachment 342139

Yay more pixel peeping, I honestly wonder sometimes if ppl play games with a magnifying glass in hand and constantly stoping the game to look around for such stuff.
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.
 
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Yay more pixel peeping, I honestly wonder sometimes if ppl play games with a magnifying glass in hand and constantly stoping the game to look around for such stuff.
At that poing 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.
You don't need to pixel peep to notice something like this:
1712314035484.png


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.
 
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You don't need to pixel peep to notice something like this:
View attachment 342146

Let me guess a competitive game with a crappy implementation of upscalers?
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?
 
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Let me guess a competitive game with a crappy implementation of upscalers?
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?
Competitive fps doesn't have anything to do with it. IQ matters, even if the goal is to get extra performance and if it didn't matter we would still be on DLSS2.

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.
 
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Well from a single player only perspective I can hardly notice the difference and in most games where I've tried I actually prefer DLSS Quality over native TAA with its flickering and whatnot issues.
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'
 

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Are people certain that they're using preset E, wildly varying claims across the net about it. Seems that if a came calls for a given preset, even with the newer DLL it will still use the preset it wants, and you need to use DLSS tweaks (or other suitable tool) and perhaps the overlay to confirm use of preset E. Will be testing with my own eyes that's for sure, and even if certain things aren't perfect now, if they're improved it's still a step in the right direction, and as if TAA/FSR etc isn't without their own gamut of flaws...
 
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Are people certain that they're using preset E, wildly varying claims across the net about it. Seems that if a came calls for a given preset, even with the newer DLL it will still use the preset it wants, and you need to use DLSS tweaks (or other suitable tool) and perhaps the overlay to confirm use of preset E. Will be testing with my own eyes that's for sure, and even if certain things aren't perfect now, if they're improved it's still a step in the right direction, and as if TAA/FSR etc isn't without their own gamut of flaws...

Aye the DLSS presets are a bit questionable, funny thing is that in the first Starfield DLSS mod you could also pick your preset of choice. 'I mean not a dead big difference but still it would be nice if we could do that w/o modding or tweaks'
 
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I HATE forced sharpening... why the hell do they force that fugly crap... they ought to use ZERO forced sharpening, and give us the option to apply sharpening if we want (which i don't)...
 
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I still play without using DLSS in any game, never once had any graphical issues because of it.
 
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I HATE forced sharpening... why the hell do they force that fugly crap... they ought to use ZERO forced sharpening, and give us the option to apply sharpening if we want (which i don't)...
"Sharper image" doesn't mean there's forced sharpening.
 
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"Sharper image" doesn't mean there's forced sharpening.

It does.

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.
 
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Sharp can be set forced OFF/ON in DLSSTweaks btw, so he tells 2.5.1 and earlier only :

; 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
 

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Some minor visual improvement from DLSS v3.5 is still great, given that DLSS is still the best upscaler there is atm
I've been using the new 3.7 .dll in Deep Rock Galactic, in DLAA mode, perfect IQ as usual.
 
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The differences are minor but there are improvements. I really don't get why people look at screenshots and think they can judge it just shows they are clueless. This kinda tech can really only be observed properly in motion.
 
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The differences are minor but there are improvements. I really don't get why people look at screenshots and think they can judge it just shows they are clueless. This kinda tech can really only be observed properly in motion.

Honestly you're the clueless one if you think that the effects from the image being oversharpened disappears in motion.
 
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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.
As long as there is a temporal component you cannot get rid of temporal artifacts, the only way for this to improve in any meaningful way is to have a solution that upscales spatially exclusively. Many games also have TAA anyway so even if the upscaling is perfect there will still be ghosting.
 
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I can't see a difference lol, maybe it's a bit sharper? All i want is better stability during motion. Its already pretty good, but there is room to improve. This might make it really good, i gotta try it for myself.
 
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As long as there is a temporal component you cannot get rid of temporal artifacts, the only way for this to improve in any meaningful way is to have a solution that upscales spatially exclusively. Many games also have TAA anyway so even if the upscaling is perfect there will still be ghosting.
Yeah...
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.
 
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