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NVIDIA Announces DLSS 2.0 and New GeForce 445.75 Game Ready Drivers

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NVIDIA today announced its new Deep Learning Supersampling 2.0 (DLSS 2.0) performance enhancement feature, being distributed through the new GeForce 445.75 Game Ready drivers. DLSS 2.0 is NVIDIA's second attempt at a holy grail of performance boost at acceptable levels of quality loss (think what MP3 did to WAV). It works by rendering the 3D scene at a lower resolution than what your display is capable of, and upscaling it with deep-learning reconstructing details using a pre-trained neural network. Perhaps the two biggest differences between DLSS 2.0 and the original DLSS that made its debut with GeForce RTX 20-series in 2018, is the lack of a need for game-specific content for training the DLSS neural net; and implementation of a rendering technique called temporal feedback.

As mentioned earlier, DLSS 2.0 offers image quality comparable to original resolution while only rendering 1/4 or1/2 the pixels. It then uses new temporal feedback techniques to reconstruct details in the image. DLSS 2.0 is also able to use tensor cores on GeForce RTX GPUs "more efficiently," to execute "2x faster" than the original DLSS. Lastly, DLSS 2.0 gives users greater control over the image quality, which affects the rendering resolution of your game: quality, balanced (1:2), and performance (1:4), where the ratio denotes rendering-resolution to display resolution. Resolution scaling is a sure-shot way to gain performance, but at noticeable quality loss. DLSS uses AI to restore some of the details. The difference between performance gained from resolution scaling and AI-based image quality enhancement is the net DLSS performance uplift. In addition to DLSS 2.0, GeForce 445.75 drivers come game-ready for "Half Life: Alyx."

DOWNLOAD: NVIDIA GeForce 445.75 Game Ready Drivers with DLSS 2.0



When DLSS 2.0 is enabled in a supported game, its game engine generates two inputs to the AI network. One is a sequence of aliased lower-resolution frames, and the other is a synchronous sequence of motion vectors (data that tells DLSS 2.0 in which direction objects in a 3D scene are moving from frame to frame). The two are fed into an AI network called convolutional autoencoder. This takes in a lower-resolution 'current' frame, a higher resolution previous frame, and determines on a pixel-by-pixel basis how to generate a higher quality current frame. Currently, DLSS 2.0 is implemented in four fairly recent games: "Control," "Wolfenstein: Youngblood," "MechWarrior 5: Mercenaries," and "Deliver Us The Moon."



NVIDIA posted some impressive performance improvement figures for DLSS 2.0 from its own testing.



The driver change-log follows.

Game Ready
  • Half-Life: Alyx
  • Resident Evil 3
  • Ghost Recon Breakpoint's Ghost Experience update
  • Addition of NVIDIA DLSS 2.0 to Control and MechWarrior 5: Mercenaries.
Added or updated the following SLI profiles (Turing only)
  • ACE COMBAT 7: SKIES UNKNOWN
  • Blacksad: Under the Skin
  • Blair Witch
  • Close to the Sun
  • Hell Let Loose
  • Journey To The Savage Planet
  • Monster Energy Supercross 3
  • MotoGP 19
  • MXGP 2019 - The Official Motocross Videogame
  • eFootball PES 2020
  • World War 3
Added or updated the following SLI profiles (all supported NVIDIA GPUs)
  • Druidstone: The Secret of the Menhir Forest
  • Phoenix Point
  • Tamarin
  • Will To Live Online
  • Yakuza Kiwami 2
Windows 7 Issues
  • [Notebook][H-Clone]: With the integrated graphics processor as the clone source, display settings cannot be changed from the NVIDIA Control Panel. [200594188]
  • [Doom Eternal]: Flickering occurs in the ShadowPlay on-screen settings when in-game VSync is OFF. [200593899]
  • [Call of Duty - Warzone]: ShadowPlay and Screenshot capture does not work with Windows 7 (200593494)
  • [World of Warcraft: Battle for Azeroth][DirectX 12]: The game crashes when switched from DirectX 11 to DirectX 12 mode. [200574934]
Windows 10 Issues
  • [Notebook][H-Clone]: With the integrated graphics processor as the clone source, display settings cannot be changed from the NVIDIA Control Panel. [200594188]
  • [SLI][Red Dead Redemption 2]: With SLI, G-SYNC, and V-Sync enabled, increased flickering occurs in the game. [2858046]
  • To work around, disable V-Sync.
  • [Strange Brigade (DirectX 12)]: Green color corruption appears in the game when the output color format is set to YCbCr 420 or 12bpc. [200588227]
  • To work around, use a different color space such as 422 or 444.
  • [Resident Evil 3 Remake]: The bundled GeForce Experience doesn't support freestyle for the game. [2897138]
  • [SLI][Doom Eternal]: Corruption occurs in the game upon opening the Steam overlay.[200593967]
  • [DOOM Eternal]: Error occurs in the game while capturing Super Resolution (AI Upres) Image with Ansel.[200597765]
  • [Doom Eternal]: The game frame rate drops when using the Steam in-game FPS counter. [200593988]
  • This issue also occurs with non-NVIDIA graphics hardware.
  • [DOOM Eternal][HDR]: The game flickers when OS HDR is set to OFF and in-game HDR is set to ON.[2874172]
  • To work around, enable "Play HDR games and apps" from the Windows HD Color Settings menu.
  • [Call of Duty: Modern Warfare]: Game may display white flashes when player approaches a wall. [2887940]
  • [Call of Duty - Warzone]: Freestyle does not work. (200593020)
  • [Forza Motorsport 7]: The curb may display a black strip during a race on certain tracks. [2781776]
  • [Zombie Army: Dead War 4][Ansel/Freestyle]: The Ansel & Freestyle tabs are unselectable. [2810884]
  • [Tom Clancy's Rainbow Six Siege][Vulkan][G-SYNC]: When playing the game in Vulkan mode with G-SYNC enabled, flickering occurs after switching the game between full-screen and windowed mode.[200578641]
  • To work around, either disable G-SYNC or play using an API other than Vulkan.

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I thought DLSS 1.0 also runs on Tensor cores no?

Also @W1zzard would you be benchmarking Half Life Alyx? As the first major FPS using Source 2 engine.
 
Also @W1zzard would you be benchmarking Half Life Alyx? As the first major FPS using Source 2 engine.
I don't have a VR headset
 
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Still seems like a per-game implementation, too bad its not an automagic thing, this DLSS. If it was it'd actually be super useful. Now its up to Nvidia's saving grace. Every. Single. Time.

So now we have separate support channels for.... DLSS. DX12 + DX12U with DXR, The regular driver. DX11. Vulkan. Game Ready. VR. The list goes on and on. Let's look back at that SLI support for a minute and how that went down.

Nuff said... something is gonna give at some point.
 
I thought DLSS 1.0 also runs on Tensor cores no?
DLSS 2.0 is also able to use tensor cores on GeForce RTX GPUs "more efficiently," to execute "2x faster" than the original DLSS.
Still seems like a per-game implementation, too bad its not an automagic thing, this DLSS. If it was it'd actually be super useful. Now its up to Nvidia's saving grace. Every. Single. Time.
Well, it no longer needs per-title training, that's a step forward.
The game will always need to add support for DLSS, if only to know it has to send some funky resolution to the GPU.
 
Well, it no longer needs per-title training, that's a step forward.
The game will always need to add support for DLSS, if only to know it has to send some funky resolution to the GPU.

Let's hope they get it to the point where it works just like, say, DSR. Maybe they can push developers to implement larger range render scaling options as standard, that would do the trick, they could just plug into that.
 
DLSS 2.0, as in "it could suck less than DLSS 1.0... possibly....".

And kudos to AMD for beating NV at it it, without AI and other buzzwords.

 
Just tried it out really quick with MechWarrior 5, the percentage performance jump when using the 3 DLSS modes:
_Quality +30%
_Balanced +48%
_Performance + 68%
Seems like Balanced is the best setting to go.
 
Tech Spot did an article back in February and seemed impressed with the results.


Anyway, gonna grab the drivers, danke.
 
That looks awesome... Going to check it out on my playthrough of Exodus. Havent played control yet looking forward to that.

More performance too! Love nVidia cards and drivers, even though they take all my money.
 
DLSS 2.0, as in "it could suck less than DLSS 1.0... possibly....".

And kudos to AMD for beating NV at it it, without AI and other buzzwords.


LMAO , learn what DLSS is then come back later comment who is beating who at what ( FYI DLSS is not a sharpening tool and requires dedicated silicon ) !

Here educate yourself on some up to date video :

 
AMD has Radeon Boost with a similar aim. But it only reduces the rendered resolution during movement, thus there is effectively no worsening of the image quality at all.

I guess these two will never get enabled during reviews for obvious reasons.
 
Still has the old flaws

This is evident when viewing some of the fine details around the Control game world, particularly grated air vents, which trouble the image processing algorithm and produce flickering that isn’t present with either the native or 1800p scaled images. These super fine wires or lines throughout the environment seem to consistently give DLSS the most trouble, although image quality for larger objects is decent.

Steve at GN did a few videos on the DLSS issue as well.
 
LMAO , learn what DLSS is then come back later comment who is beating who at what ( FYI DLSS is not a sharpening tool and requires dedicated silicon ) !

Here educate yourself on some up to date video :


Indeed, I didn't even need to buy a new card to get image sharpening. Kinda sad that was a selling feature of Navi.
 
LMAO , learn what DLSS is then come back later comment who is beating who at what ( FYI DLSS is not a sharpening tool and requires dedicated silicon ) !

Here educate yourself on some up to date video :


Claims DLSS needs Tensor cores, posts video showing DLSS running on shaders...
 
Claims DLSS needs Tensor cores, posts video showing DLSS running on shaders...

:shadedshu: Shame on me for using what is the most up to date available review i guess .... if you have a DLSS 2.0 running on Tensor review please share it with us !

Do you imply DLSS doesn't need Tensor Cores ( i don't think you are fool enough to imply such a thing ) so what is your point anyways ( assuming you have one to make ) ?

AMD has Radeon Boost with a similar aim.

Similar aim being the key word , because otherwise we still can't compare these techs . Also something worth mentioning is Radeon Boost plays a bigger role on fast paced games wheres DLSS doesn't care about how fast your mouse moves so benefits to all types of games .

Imo we have to wait and see what solution will AMD come up with to alleviate some of the performance penalty that will come with raytracing on RDNA 2.0 , then and only then we can compare AMD solutions to Nvidia solutions . In other words comparing apples to apples .
 
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Similar aim being the key word , because otherwise we can't still compare these techs . Also something worth mentioning is Radeon Boost plays a bigger role on fast paced games wheres DLSS doesn't care about how fast your mouse moves so benefits to all types of games .

Imo we have to wait and see what solution will AMD come up with to alleviate some of the performance penalty that will come with raytracing on RDNA 2.0 , then and only then we can compare AMD solutions to Nvidia solutions . In other words comparing apples to apples .

I hope there will be an option to disable ray-tracing or to limit it to minimum.
AMD has yet to show Variable Rate Shading which I suppose should increase the performance quite a fair bit.
 
I hope there will be an option to disable ray-tracing or to limit it to minimum.
AMD has yet to show Variable Rate Shading which I suppose should increase the performance quite a fair bit.

I mean for sure there will be an option , i don't see them forcing ray-tracing on peoples , but then again next gen GPUs ( and games ) are built with raytracing in mind so what is the point of buying a next gen GPU if you are not interested in raytracing .

Variable Rate Shading is very promising indeed , RDNA2.0 will be capable of VRS , same for Turing and whatever Nvidia calls the next gen . Here are some very interesting videos on that subject :
 
:shadedshu: Shame on me for using what is the most up to date available review i guess .... if you have a DLSS 2.0 running on Tensor review please share it with us !

Do you imply DLSS doesn't need Tensor Cores ( i don't think you are fool enough to imply such a thing ) so what is your point anyways ( assuming you have one to make ) ?

Article link to the video "..ran on the standard shader cores, rather than Nvidia’s special tensor cores..."

Control is the only game which runs tensor-less, shader-only DLSS, at least until the next patch.
It`s possible to implement that for other games and even other hardware than Turing but Nvidia obviously doesnt want that.
 
Article link to the video "..ran on the standard shader cores, rather than Nvidia’s special tensor cores..."

Control is the only game which runs tensor-less, shader-only DLSS, at least until the next patch.
It`s possible to implement that for other games and even other hardware than Turing but Nvidia obviously doesnt want that.

:shadedshu: In this video/article there are two games reviewed , one is Control ( DLSS ''2.0'' on shaders for now ) the other is WFYB ( DLSS 2.0 on Tensor ! ) .

With my previous comment was being sarcastic because i knew you didn't made it through the entire video . Again what is the point that you are trying to make ???
 
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Keep in mind that this is really going to shine when you're rendering 4k and up-scaling it to 8k in the near future (and beyond), because the performance requirement to render grows exponentially as the resolution grows.
 
I mean for sure there will be an option , i don't see them forcing ray-tracing on peoples , but then again next gen GPUs ( and games ) are built with raytracing in mind so what is the point of buying a next gen GPU if you are not interested in raytracing .

Just normal ray-tracingless 4K performance.

Variable Rate Shading is very promising indeed , RDNA2.0 will be capable of VRS , same for Turing and whatever Nvidia calls the next gen . Here are some very interesting videos on that subject :



Keep in mind that this is really going to shine when you're rendering 4k and up-scaling it to 8k in the near future (and beyond), because the performance requirement to render grows exponentially as the resolution grows.

Near future won't see 8K. We are still stuck with 1080p, 4K ecosystem (monitors specifically) is still nowhere. Vendors insanely invest in low-res high-Hz laptop screens.
AMD has 0 4K notebooks available right now.
 
If Blue Balls, I mean Bluehole, I mean PUBG Corporation could just add this into PUBG, maybe I can go beyond 144 FPS and still have textures at High settings.

MechWarrior 5 does see a huge improvement though.
 
Let's hope they get it to the point where it works just like, say, DSR. Maybe they can push developers to implement larger range render scaling options as standard, that would do the trick, they could just plug into that.
I'm pretty sure Nvidia has planned at least a few steps in advance. After all, all the "AI" things are based on learning, i.e. they do rather poorly in the beginning.
 
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