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NVIDIA to Give Unreal Engine 5 an Exclusive "G" DLSS 3 Preset

btarunr

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NVIDIA DLSS 3 Frame Generation technology comes with a certain number of reference performance presets by NVIDIA, which game developers can integrate into their game engines. These presets essentially trade quality for performance across tiers, and are lettered, as detailed in the screenshot below. DLSS 3 doesn't just built on the image upscaling technologies of DLSS 2, but adds the all-important Frame Generation component, which generates entire alternate frames using AI, and without the involvement of the raster graphics machinery. NVIDIA Reflex is also involved, to reduce the graphics latency cost this imposes.

A side-effect of frame-generation is that it can't predict when the scene is dramatically changing, which results in ghosting. Some of the presets by NVIDIA are designed to counter ghosting. It's important to note here, that unlike DLSS 2 presets, which were essentially tiers based on the actual rendering resolution; DLSS 3 presets cover a multitude of factors besides the rendering resolution and target resolution for upscaling; and not all presets are made available to games that support DLSS 3. Modders have, however, figured out ways to enable certain unavailable presets. It turns out, that NVIDIA is developing a new DLSS 3 preset exclusively for Unreal Engine 5, called Preset-G. A presentation by the Unreal Engine team detailing DLSS 3-related features in UE 5.2, inadvertently revealed this preset as they were presenting a DLSS 3 plugin, and a drop-down menu revealed the various presets, ranging from A thru G. At this point we don't really know what the G-preset includes, or what it's optimized for, but we should learn about it soon, as NVIDIA updates the public documentation for DLSS 3.



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would this "integration" diminish lag?
 
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tin hat moment here
 
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Only 40x0 series and beyond...
Because, why not, the leather boy needs his trillion dollar company to produce.
 
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Only 40x0 series and beyond...
Because, why not, the leather boy needs his trillion dollar company to produce.
It's 20x0 cards and beyond. FG is exclusive to 40x0 cards but that's not what the presets are about.
 
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Only 40x0 series and beyond...
Because, why not, the leather boy needs his trillion dollar company to produce.
You can get an AMD card, those support FSR 3 equally well on all models.
 
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The whole frame generation is just because RTX4000 is not powerful enough, and nVidia focuses on their pro consumers not gaming so they waste silicon on things like this.
 
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Fastest GPU is not fast enough LOL, crazy...
 
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And what would Epic Games would do in return? bottleneck AMD cards so Nvidia's cards seem faster than actually what they are ?
yep, Nvidia improving a plug-in that isn't installed by default in UE 5 will ruin gaming for all Radeon users. Just a friendly reminder that unlike gameworks, DLSS can't run on AMD hardware, and AMD is also actively working on improving the FSR plug-in for unreal 5. Did you also know that Epic games developed its own temporal upscaler? Now that doesn't sound very "we kiss nvidia ass" does it ?
Temporal Super Resolution in Unreal Engine | Unreal Engine 5.2 Documentation

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The whole frame generation is just because RTX4000 is not powerful enough, and nVidia focuses on their pro consumers not gaming so they waste silicon on things like this.
4000 is mroe then powerful enough. Without RT, these cards can hadle pretty much anything.

And thats the problem.

Nvidia needed a new marketing thing, because when every GPU can do 60 FPS in anything then whats the point? . So RT it was. But RT is massively complex and doing so in real time even more so, therefore DLSS came to be in order to make RT possible. That's still the case, heavy RT will cripple even the 4090 at 4k and sometimes even 2k, hence you need DLSS.

What will be interesting is with blackwell, or its successor, when RT is possible even on low end cards. What will nvidia market then?
 
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4000 is mroe then powerful enough. Without RT, these cards can hadle pretty much anything.

And thats the problem.

Nvidia needed a new marketing thing, because when every GPU can do 60 FPS in anything then whats the point? . So RT it was. But RT is massively complex and doing so in real time even more so, therefore DLSS came to be in order to make RT possible. That's still the case, heavy RT will cripple even the 4090 at 4k and sometimes even 2k, hence you need DLSS.

What will be interesting is with blackwell, or its successor, when RT is possible even on low end cards. What will nvidia market then?

D.L.S.S totally contradicts the entire point of raytracing in the first place.
The point of raytracing was increasing picture quality with realism while using properly accurate reflections & shadows instead of half-done half-bake pre-rendered solutions.
the whole point of D.L.S.S is to make the picture quality worse to increase FPS.
 
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D.L.S.S totally contradicts the entire point of raytracing in the first place.
The point of raytracing was increasing picture quality with realism while using properly accurate reflections & shadows instead of half-done half-bake pre-rendered solutions.
the whole point of D.L.S.S is to make the picture quality worse to increase FPS.

I'd argue RT is about increasing the accuracy of the picture. It would also help developers by not having to pre-bake things, place lights, and light the scenes. RT let's you do that in 1 step. The problem is developers still ahve to do things the old way because not everything supports RT/ playability. I want to see a game made from the ground up for RT only.
 
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I'd argue RT is about increasing the accuracy of the picture. It would also help developers by not having to pre-bake things, place lights, and light the scenes. RT let's you do that in 1 step. The problem is developers still ahve to do things the old way because not everything supports RT/ playability shaders can do a convincing job with 1% the GPU power. I want to see a game made from the ground up for RT only.
FTFY.

D.L.S.S totally contradicts the entire point of raytracing in the first place.
The point of raytracing was increasing picture quality with realism while using properly accurate reflections & shadows instead of half-done half-bake pre-rendered solutions.
the whole point of D.L.S.S is to make the picture quality worse to increase FPS.
That doesnt mean they cant be marketed together, on the contrary nvidia has seen great success selling both at once. You see people in forums all the time talking of how great DLSS/RT is and how you couldnt consider a GPU without it today.
 
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4000 is mroe then powerful enough. Without RT, these cards can hadle pretty much anything.

And thats the problem.

Nvidia needed a new marketing thing, because when every GPU can do 60 FPS in anything then whats the point? . So RT it was. But RT is massively complex and doing so in real time even more so, therefore DLSS came to be in order to make RT possible. That's still the case, heavy RT will cripple even the 4090 at 4k and sometimes even 2k, hence you need DLSS.

What will be interesting is with blackwell, or its successor, when RT is possible even on low end cards. What will nvidia market then?
Hence not powerful enough.

DLSS is good for low to mid range cards, not a 4090.
You shouldn't forget that Turing didn't stagnated, hence everything after just didn't improve enough, the 4090 could be 30% slower than what it should be.

As far as RT is concerned, it's useless due to its cost, and doesn't offer anything special.
 
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