With this generation, NVIDIA introduces DLSS 3, which adds a completely new way of generating frames. While DLSS 2 focused on upscaling and supersampling, DLSS 3 Frame Generation takes two frames and generates an intermediate frame in-between, based on how things have moved in between these two frames. The underlying hardware engine, the "Optical Flow Accelerator" has been improved in Ada, which is why Frame Generation is not available on older GPU architectures. Just to clarify, "DLSS 3" is a combination of "DLSS 2" plus "Frame Generation." Owners of older NVIDIA graphics cards can still enable "DLSS 3," and the upscaling functionality will work just fine. Every DLSS 3 game has a new option now called "Frame Generation," which is a separate, independent option to enable. Actually, you can enable Frame Generation even when DLSS upscaling is completely turned off, or you can enable DLAA + FG, if you prefer that. Combining Frame Generation with other DLSS modes like "quality," "performance" and "balanced" is possible too, of course.
DLSS 3 Image Quality
For the testing below we picked a difficult scenario--gameplay at 1080p, so it's easier to see small differences, and running at low FPS, which makes the difference between frames bigger, so the Frame Generation algorithm has to work even harder. NVIDIA made it clear to us that you'll get the best Frame Generation results when doubling FPS rates of 60+, and that artifacts at very low FPS rates are not unexpected.
It's really hard to spot any differences, even at reduced playback speed. The barbed wire on top of the walls is challenging for DLSS 3, and some minor artifacts are visible behind moving cars in the background, but nothing you'd notice during normal gameplay. Movement appears MUCH smoother due to the higher framerate, especially when the wall is in foreground.
The yellow targeting crosshairs clearly flicker on DLSS 3 during movement, especially once you've seen it you can not unsee it. The chimneys on the island have artifacts behind them on both DLSS 3 on and off—very unexpected.
It's amazing to see that the fireflies in the background have no issues! If you go frame-by-frame in the opening, you can clearly identify the generated frames, but it's impossible to see them at normal playback speed, even when you know what you have to be looking for.
Things are different in F1 22. Even at 60 FPS (= 120 FPS with DLSS 3), there are small artifacts, if you look for them. Things to pay attention to are tire shadows, the fence on the right, people in the crowd, and the rearview mirrors. All these are pretty much invisible if you watch the video at normal speed, and imagine you'll be focused on driving the car too.
To further amplify the differences, just to see what happens at lower FPS, I tried F1 22 at 30 FPS. While image quality doesn't fall apart, the artifacts are more visible than before. Still, overall a very solid first implementation. Good job, NVIDIA!