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Processor | Ryzen 7800X3D |
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Motherboard | ASRock X670E Taichi |
Cooling | Noctua NH-D15 Chromax |
Memory | 32GB DDR5 6000 CL30 |
Video Card(s) | MSI RTX 4090 Trio |
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Display(s) | Acer Predator XB3 27" 240 Hz |
Case | Thermaltake Core X9 |
Audio Device(s) | JDS Element IV, DCA Aeon II |
Power Supply | Seasonic Prime Titanium 850w |
Mouse | PMM P-305 |
Keyboard | Wooting HE60 |
VR HMD | Valve Index |
Software | Win 10 |
Pixel peeking at stills will show you things you don't see in gameplay.
You'd don't need to be pixel peeping to see the artifacts and over-sharpening:
The community has already pointed out the issues DLSS 4 has with handling foliage and it tends to also cause issues with adding banding to volumetric effects (you can see this in both the upscaler and frame-gen).
Mind you the over-sharpening was pretty obvious from the first clips Nvidia presented of DLSS4. The wood grain texture on the table in Alan wake in the clip they presented looked like it was popping out of the table with how oversharpened it was. The new model clearly is focused on details but that comes at the cost of realism when in fact not all surfaces should have the details front and center. Looking at objects from an angle, that are poorly lit, or that are under intense light may obscure detail in real life. It's odd too, transformer models can be very good at generating lighting but I suppose Nvidia's model has to be very lightweight.
Overall it is an improvement but the only time it's better than native is when native presentation is poorly done, which in an of itself DLSS is partly to blame as devs get lazy and rely on it as a crutch to avoid optimizing their games. It's crazy that the visual presentation of many AAA titles from 2016 look so much cleaner than AAA games now. It's an unstable visual mess.
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