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NVIDIA Shares Some More Information on DLSS and RTX

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Some of you may have noticed that recently Metro Exodus released with support for NVIDIA's RTX and DLSS technologies. Battlefield V has had RTX support to improve reflections for months now, but also received an update to add DLSS support too. With these two technologies again sparking interest with these releases, NVIDIA has put out a couple items to provide more information about the technologies and these implementations. Just in case any of you have forgotten, both technologies require a Turing-based GPU, which would be the GeForce RTX series (RTX 2060, RTX 2070, RTX 2080, and RTX 2080 Ti).

Starting first with the DLSS FAQ, it is explained that this technology, Deep Learning Super Sampling, applies a form of machine learning to improve performance at higher resolutions. The way it works requires a supercomputer to analyze a frame from a game that contains aliasing and the same frame rendered using super-sampling or accumulation rendering to achieve something closer to the 'true' image. Through this analysis the DLSS neural network is trained, so with the training information provided to the Turing GPU it is able to use the training to address aliasing but also to generate additional pixels. This generation is leveraged by DLSS to allow the GPU to internally render the game at a lower resolution and then upscale it to a higher output resolution, with that lower internal resolution enabling higher frame rates. DLSS will have different results for different games, as each game has its own visual characteristics, and because DLSS also takes a fixed amount of time to be performed, it is not always available, depending on your frame rate and resolution. If your frame rate would be high already at a given resolution, DLSS will not be enabled as an option. The FAQ also points out that NVIDIA is continuing to work on improving techniques, so DLSS can improve over time.

In the blog post you can see some comparisons in Metro Exodus between having the ray traced global illumination accelerated by RTX enabled and disabled. As ray tracing is a better simulation of the behavior of light than rasterization in, the ray tracing should present a more accurate recreation of the scenes in the game.

Source: NVIDIA [1] (DLSS FAQ) and [2] (RTX Blog Post)



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