Special thanks to the team at NVIDIA for giving me a chance to not only try out the RTX-4090, but also for letting me read up on how DLSS 3 works, *and* answering all of my niggling little questions afterwards! I hope you found it interesting to learn a little bit more about how this technology works. It's really impressive and feels great to play. I'm keen to try it out on even more games as the feature rolls out. In the meantime, a new episode of AI and Games coming soon - with something extra weird coming up next! Plus, if you haven't seen it already, be sure to catch that older video on DLSS 1 and 2 that I made back in 2021. ua-cam.com/video/ccuh5MNiLHE/v-deo.html
@@AIandGames I enjoy all of your videos. I'm on the art side of games so coming here for the technical side in a way I understand is amazing. However, I am so excited now. I'll also have to keep you updated as I progress through my system.
Maybe it's just me, but I did notice some slight warping around some of the straight edges in the Cyberpunk footage (and not just from AA artefacts). But yeah, looks pretty amazing from my non-4K screen lol.
As mentioned in another thread, Cyberpunk did have some issues at times using the DLSS. Though I will say the biggest problem in playing Cyberpunk was figuring out which rendering issues were from the DLSS or the game itself. It's still pretty glitchy at times. 😅
Fantastic breakdown of DLSS3. Thank you for taking the time to make this easily digestible content. I hope DLSS3 technology makes it into future Nintendo products.
Thanks for the clear explanation! This looks great for the games in the video like Plague Tale and Flight Sim, but I was wondering how applicable it is for FPSes. If the DLSS needs the new frame to generate the in between frame then it must add an extra half-native-frametime of input lag, and the perceived input lag would have an extra frame of variability. Is that right? DLSS is clearly great for the games you showed in the video, it'll look way smoother and the weighty controls won't highlight any extended input lag. But did you notice any DLSS-specific input lag issues with the first person shooter parts of Cyberpunk?
Yeah that's the crux of it isn't it? Given it needs to have rendered the two frames in advance, then DLSS3 calculates the intermediate while it shows the first frame to the user. I can't say I noticed any input lag on any of the games I tried it on. One demo I did run against that I didn't show is the UE5 Lyra Demo (which is a 3rd person online shooter), and that worked fine. Though I decided not to use the footage as the AI bots were pretty OP and I struggled to stay alive for more than 5 seconds.
Loved this - I'd love if you did something like this but covered all those options in your voice/methodical approach (vsync, ray tracing, etc etc). Not gonna lie, I haven't had to bother much with PC graphics settings because I only buy monitors for 1080p60 and set my games to that resolution and then lock in the frame rates with vsync ... then start lowering graphics settings until the frame rates never dip below 55 fps ... but I'm likely due for a new chassis and motherboard after 6 years so it would be nice to learn more so I can make informed decisions on new components.
Playing through the games available to me, I spotted some slight artefacts a couple of times in Cyberpunk. Typically in areas with multiple light sources and reflective surfaces. That said, it was quite minimal and didn't detract from my experience all that much.
In theory, yes? Assuming the time taken from input to visual feedback is two frames, then the DLSS is interpolating an extra frames in between. But then you would have had to wait for that second engine frame for that visual feedback anyway. This I suspect is where NVIDIA Reflex comes in handy.
@@AIandGames so if i were to shoot while a real frame was rendering, it wouldn’t actually fire until the next real frame? Or would reflex take user input and predict the shooting effect
@@WunderWulfe So this is what Reflex is trying to do, is reduce that latency as much as possible. I'd argue for a lot of games there is already going to be a frame or two delay for that input to be processed and output, and that was due to the render queue for the GPU being a couple of frames long. So with Reflex the idea is to shorten that, so you see the game react faster. But all that said, the important thing is the game was *always* going to show you that input feedback on frame X, given that's when the game generated it. Given we're increasing frames per second, it's not going to change how soon that feedback is presented. It's just adding an extra frame in between, and the frame interpolation is going to spot things changed between engine frames and try and present that better.
So what is better for image quality, frame generation (DLSS 3) or DLSS Quality? Got to say, being able to run A Plague Tale Requiem at 4K maxed out with either DLSS 3 or DLSS Quaility at 80 fps + and below 65 degree’s is glorious on my 4080. My 3080 used to run at 72 degrees + capped at 60 on most games.
I suppose it was just a matter of time before frame interpolation came to gaming. Been using Smooth Video Project for a long while, and know about the artifacts that can happen when just pure math is used for guessing the frames inbetween. I hope onboard tech can improve the quality for this as well.
lol, maybe it's just a matter of time before graphic cards essentially "dream up" the game for us based on instructions, like a puppet play. We can only hope, because games are getting close to hitting the 200 GB mark after all. Imagine a Farbrausch (fr-08: .the .product, 64 KB, my favorite) like tiny (in comparison to today) program, that is pretty much just AI looking at a blueprint that the game devs encoded by AI on the other end, and that your graphics card is then able to build from scratch. It wouldn't be a dumb tech if it meant less bandwidth used overall.
I may have understood it wrong, but won't there be a good amount of additional latency? If DLSS ai-renders a frame in between two already engine-rendered frames, you have to delay the second engine frame to show the ai one first right?
Not really no. If we assume the second engine frame would have shown the input from the user, then the intermediate frame will begin to show it as well, given it's figuring out what the frame looked like in between. In theory, you should actually begin to see the response one frame earlier, albeit not entirely. Plus don't forget, that this is still all happening within a unit of time (i.e.one second), so in theory you should be seeing it slightly faster.
@@AIandGames that's precisely my problem, 'it's figuring out what the frame looked like in between'. So it generates the in between after the second frame is already made, so why not show the newest frame aka. the second one, not the in between right?
@@urlauber2884 As far as I am aware, "in between" is a somewhat inaccurate way to describe what's happening. the technique isn't waiting for a new frame to come out before it makes an in between stage, it's looking at previous frames to guess at what comes next, than putting its guess on your screen while the game is still working on making the next "real" frame
@@urlauber2884 it's explained like once in the video but what is actually going on is that it's using the last 2 uprezzed real game engine frames (the previous classically rendered frame and the currently just completed frame as ground truth) and using the motion vectors provided by the game engine (used in dlss 2 to create the more accurate upscaling, now being reused to create a more accurate flow field) into another special ai to guess the future frame. This is essentially, knowing two positions in time to guess a third future position: 2, 4... 6? [Though more accurately, you're assuming the next real frame is 6 so it's actually more like: 2, (3), 4, (5) Where 2 and 4 are the last real frames, 3 is the last guessed frame, and 5 is the current guessed frame based on 2 and 4.]
Yeah so from the press documentation, the 4090 needs an 850W PSU at MINIMUM. I'm going to be eating beans for a month to make up for testing this thing.
Gaming will become less and less eco-friendly with each generation and that worries me. Visual experience is easier to sell than interactivity even if both can give the same experience and NVIDIA gotta sell hardware >_
The thing I don't like about these comparisons of Native 4k, and DLSS3 4k is that the native is performing considerably worse. I mean, I get that's the point to show off DLSS3, but if we're showing the difference of native and upscaled on the SAME GPU (i.e. let's say a 4080), doesn't that just mean that the GPU itself is still trash at rendering native 4k? If that's the case, and the only improvement is more or less something software based (let's be honest, DLSS3 could definitely run on 30 series, but they're locking it behind the 40 to get money), what exactly are people paying for? It certainly isn't power. Well, I guess they are paying for power, but not how they imagine considering how much energy it sucks out of the wall. So again, why show native vs DLSS and then show your GPU in a positive and negative light? It just seems counter intuitive. "Our GPUs aren't any better, but we gussied up the image a little bit with made up frames. Most people can't tell the difference, and neither will you, Joe Consumer. Now shell out that hard earned $800." Don't get me wrong, the tech is novel and impressive, but as many people often point out, NVIDIA is slowly backing themselves up against a wall with each generation. Improvements are marginal at best, but with skyrocketing power demands.
One day we won't even need GPU cores for rendering, just an AI that generates a game for us. The traditional renderer will get smaller and smaller over time, while the AI component of the GPU takes on more of the workload.
@@shashank1630 why u say this i think he is correct matter of fact if you did watch 4000 announcement by nvidia the reveal video u would have seen how they are workin on a Global AI system intergration network its really happening its a massive network where games and real life meet and companies use it to generate work purposes and machines do the work its scary looks like skynet in the making and NVidia and other comapnies are developing it and it has allready started AI is taking over it like a real life sim..its a game and its comapnies doing real life work in it probably will ber the biggest next VR experience
other plates they say the AI frame is between the to GPU frames. This would increase the latency, and that is also what they se when using frame generation? Thus I am confused.
Yes every other frame is made by the AI. Hence the need for NVIDIA Reflex to minimise the latency. DLSS3 games have to implement Reflex in order for it to work.
@@AIandGames Yes... I get that part. What I am trying to ask is if the AI frames are extrapolated or interpolated from the "GPU frames". In the video at 6:16 it sounds like it is extrapolating the next frame, but at 12:15 it sounds like interpolation. In other videos I have seen it looks like the AI frame is made by the GPU frame before and the GPU frame after the AI frame (interpolated) and the frames are then buffered resulting in more latency. I find this hard to explain with text only. Maybe this will help. GPU frame = GF AI frame = AF frame shown on screen = 0 (-1 the frame before +1 the frame after) Extrapolating: GF-2, AF-1, GF 0, AF+1 (AF+1 is made using data from GF-2 and GF-1) Interpolating: GF 0, AF+1,GF+2 (AF+1 is made using data from GF 0 and GF+2. GF+2 is the newest rendered frame, but it is still in the buffer. GF 0 is show while creating AF+1) I do not know if this makes sense to anybody.
No, it doesn't increase latency. Imagine you could react instantly to a frame. You're playing at 40fps, and the change happens at frame 4 of that second. That's as fast as it would be possible to react, obviously. Nothing in 1, 2, 3, change in 4. Now, the GPU does some massive magic and you get 80fps. Now, you still react at frame 4, but you at to see frames 1, 1.5, 2, 2.5, 3, 3.5, before you saw 4, which happened at the same time it would have without the half frames. Also, 0.2 seconds, or 8+ frames, is the lower limit of reaction time to unexpected events.
@@NigelTolley Sorry I can not understand your explanation. To me that just looks like having the GPU running at double the frame rate, thus halfing the GPU part of the latency. I have the latency part from this video. ua-cam.com/video/kWGQ432O3Z4/v-deo.html
@@NigelTolley Sorry I can not understand your explanation. To me that just looks like having the GPU running at double the frame rate, thus halfing the GPU part of the latency. I have the latency part from this video. Optimum Tech - Beast Mode - NVIDIA RTX 4090 Review (about 6 min in the video)
The simple answer is a lot of the games that will ship with DLSS 3 aren't ready to show yet. Hence they rely on older games. Opinions aside, Cyberpunk is a good tech demo for showcasing this - given it can't run smooth native 4K without DLSS. You might have clocked that I showed footage of A Plague Tale Requiem, which isn't out for another week or so. It's the only pre-release game the PR team provided. I didn't show much of that game, given I was limited on what I can show at this stage given it has an additional press embargo restriction on it. And I don't wanna spoil that for anyone excited to play it. I suspect they'll be plugging how this looks for new games in the coming weeks.
Great video as always, but these features are kind of depressing--only available on new (thousand dollar, thousand watt) cards, must be developed/trained by game designers, etc. Maybe in-engine rendering has reached a plateau, but will this discourage non-DLSS advances? I wonder what a more critical take of nvidia's advent tech would sound like. Aside from kids whining on reddit. Also just can't be happy w/ EVGA dipping out, shit is a bad omen man smh
I think traditional rendering is going to continue to see improvements. Albeit at a slower, more gradual pace. As cool as any neural rendering technique is, it's still unreliable given it doesn't rely on the engine data. So the traditional rendering pipeline is a bottleneck that merits further work.
So I *just* upgraded to a 30-series not that long ago and it's still an amazing card. Had DOOM Eternal running full 4K with ray tracing and it looked gorgeous.
i think the DLSS 3 "guessing" for framerates is ok for flight sims / 1 player games, but for twitch shooters or MOBAs "guessing" what comes next is just adding more inconsistency like lag does.
we're talking about an incredibly miniscule fraction of a second difference here - for a lot of players, being able to play at a higher resolution allows them to play better than before, even with that latency hit. it's up to the player to try the option out for themselves for each game to see if it works for them.
@@cluckendip the main issue is that game makers already use "prediction" models to clean up online play. and for Spaghetti code games like League, that can cause issues where you think the opponent is at point A, when they are at Point C, and this gets cleared up when the next server cycle hits. Lets say the game prediction is wrong, that causes the Graphical prediction to be wrong. this lengthens the time you're getting incorrect information, and with the game types I'm talking about, those fractions of a second matter.
The frame generation isn't guessing what's coming next (extrapolating), it's interpolating what's in-between two frames, and the higher the original frame rate the more accurate said interpolation will be.
@@LutraLovegood ah i thought he was talking about the time it takes, but you're right - the generated images are pretty faithful and more accurate than other means. it obviously can't beat the image detail from the real frames, but it's not that much of a handicap for competitive players than one might think
I absolutely love the technology, but so bored of what it's being used for. I feel an intense disconnect from a seemingly large part of the gaming community, that values frame rate and 4k. To me this adds nothing of value to a game, and are only pursued because we fixate on metrics as if it shows something objective about the game. As if game A being 4k/120FPS, in comparison to game B being 1080/30FPS helps in any way to compare game A and B. Instead of, you know, gameplay, level design, system design. I would much prefer the technology being used to reduce the engine load, and use the CPU cycle budget to make better AI systems, better music engines and other typically underdeveloped parts of modern games. If the neural net handles upscaling, maybe you can lower the level of details in your assets and load more stuff.
So this is the image-smoothening "soap opera" option setting on new TV sets we love to hate on steroids. Found to be beneficial in video games. Who would've thought?
"Looked just as good if not better than native" - I think the technology is cool and all but you have got to be smoking some crazy shit to think that the AI generated stuff looks *better.* It looks good, but there are severe degradations in every shot you showed, from lighting being dimmed, to aggressive shimmering in tree leaves. I'll certainly take something like this knowing it's a sacrifice in order to get higher framerate in something like VR, but native is still far superior in appearance just by the nature of what it is.
Man you know what shocked me I played system shock recently and I’ve got powerful hardware! 4090 and a 13900k natively I could run the game 120fps max settings at 4K! I tried to see how dlss would behave, I was shocked to see it looked better than native! The image was crisp and refined compared to native!! :/ weird tbh
This looks great, but it's still in its infancy. There are a lot of temporal incoherence where the AI fails to predict correctly. However, cannot blame Nvidia for it because nobody else has managed to solve that problem either.
I felt it performed better than any of the original DLSS games I've played against. Not as many artefacts or glitched frames. It's definitely the best version they've put out thus far. As mentioned in another thread, Cyberpunk had issues in well lit and reflective scenes, but that doesn't surprise me as I honestly don't know how their prediction can handle that. But as you say, it's still in its infancy. Very interested to see how this improves in the next year or two.
@@AIandGames yes, it was most noticeable in Cyberpunk. Sadly I'm not in a position to have first hand experience with any of this, so I'm only talking from what I've seen, including the research on the subject. Thus, I can only talk about how it looks. But I am too figuratively jizzing my pants waiting for how this and similar technologies will develop.
I mean they're using "AI" and a separate chip on the board to do it, so I'm hoping it's a lot better than frame interpolation of old, which was just based on pure math.
Special thanks to the team at NVIDIA for giving me a chance to not only try out the RTX-4090, but also for letting me read up on how DLSS 3 works, *and* answering all of my niggling little questions afterwards! I hope you found it interesting to learn a little bit more about how this technology works. It's really impressive and feels great to play. I'm keen to try it out on even more games as the feature rolls out.
In the meantime, a new episode of AI and Games coming soon - with something extra weird coming up next! Plus, if you haven't seen it already, be sure to catch that older video on DLSS 1 and 2 that I made back in 2021.
ua-cam.com/video/ccuh5MNiLHE/v-deo.html
I work with A.I. in narrative so I am always happy to learn more in this space.
@@isaacphoenix9200 Oh well I think you're really gonna enjoy the next episode
@@AIandGames I enjoy all of your videos. I'm on the art side of games so coming here for the technical side in a way I understand is amazing. However, I am so excited now. I'll also have to keep you updated as I progress through my system.
Excellent. Love the way you break things down, Tommy
Maybe it's just me, but I did notice some slight warping around some of the straight edges in the Cyberpunk footage (and not just from AA artefacts). But yeah, looks pretty amazing from my non-4K screen lol.
As mentioned in another thread, Cyberpunk did have some issues at times using the DLSS.
Though I will say the biggest problem in playing Cyberpunk was figuring out which rendering issues were from the DLSS or the game itself. It's still pretty glitchy at times. 😅
These motion vectors and optical flow fields reminds me of calculus 3
Fantastic breakdown of DLSS3. Thank you for taking the time to make this easily digestible content. I hope DLSS3 technology makes it into future Nintendo products.
Dear Santa, I only have one wish for this Christmas. Please bring peace on Earth. Should that not be possible I'd settle for a 4090.
i ask a year later, did u get the 4090?
Thanks for the clear explanation! This looks great for the games in the video like Plague Tale and Flight Sim, but I was wondering how applicable it is for FPSes.
If the DLSS needs the new frame to generate the in between frame then it must add an extra half-native-frametime of input lag, and the perceived input lag would have an extra frame of variability. Is that right? DLSS is clearly great for the games you showed in the video, it'll look way smoother and the weighty controls won't highlight any extended input lag. But did you notice any DLSS-specific input lag issues with the first person shooter parts of Cyberpunk?
Yeah that's the crux of it isn't it? Given it needs to have rendered the two frames in advance, then DLSS3 calculates the intermediate while it shows the first frame to the user.
I can't say I noticed any input lag on any of the games I tried it on. One demo I did run against that I didn't show is the UE5 Lyra Demo (which is a 3rd person online shooter), and that worked fine. Though I decided not to use the footage as the AI bots were pretty OP and I struggled to stay alive for more than 5 seconds.
@@AIandGames Haha, yes I can imagine! Thanks, that's good to know
Fascinating and pretty cool to know how it all works. Thanks!
Loved this - I'd love if you did something like this but covered all those options in your voice/methodical approach (vsync, ray tracing, etc etc).
Not gonna lie, I haven't had to bother much with PC graphics settings because I only buy monitors for 1080p60 and set my games to that resolution and then lock in the frame rates with vsync ... then start lowering graphics settings until the frame rates never dip below 55 fps ... but I'm likely due for a new chassis and motherboard after 6 years so it would be nice to learn more so I can make informed decisions on new components.
I'm tempted to put out a video on my second channel of my running things like Cyberpunk and Flight Simulator to play around with the settings.
@@AIandGames That would be very cool, bc Cyberpunk is why I'm upgrading hahah
Thank You for the hard work! ^o^
I wonder how 4060 and 4070 will perform with dlss 3 with less OFA cores (probably matching the numbers in the 3070 and 80 tiers)
I was wondering that, too.
Aw yiss, thanks
What I actualy want to know is if DLSS 3 has artifacts or ghosting. And if the 4070 and 4060 will have DLSS 3 just as good.
Playing through the games available to me, I spotted some slight artefacts a couple of times in Cyberpunk. Typically in areas with multiple light sources and reflective surfaces. That said, it was quite minimal and didn't detract from my experience all that much.
Sweet video! Something other than usual deep dive into the card! :D brilliant work!
Great vid, mate!
Thanks for this video. It was extremely well made and easy to follow. I learned a ton
so does this mean that if your input lies before the generation of an AI frame, you will always have a one frame delay before visual feedback?
In theory, yes? Assuming the time taken from input to visual feedback is two frames, then the DLSS is interpolating an extra frames in between.
But then you would have had to wait for that second engine frame for that visual feedback anyway.
This I suspect is where NVIDIA Reflex comes in handy.
@@AIandGames so if i were to shoot while a real frame was rendering, it wouldn’t actually fire until the next real frame? Or would reflex take user input and predict the shooting effect
@@WunderWulfe So this is what Reflex is trying to do, is reduce that latency as much as possible. I'd argue for a lot of games there is already going to be a frame or two delay for that input to be processed and output, and that was due to the render queue for the GPU being a couple of frames long. So with Reflex the idea is to shorten that, so you see the game react faster.
But all that said, the important thing is the game was *always* going to show you that input feedback on frame X, given that's when the game generated it. Given we're increasing frames per second, it's not going to change how soon that feedback is presented. It's just adding an extra frame in between, and the frame interpolation is going to spot things changed between engine frames and try and present that better.
DLSS 3 + A.I. + Unreal Engine 5 Games = One Super Big Step towards People Plugged in to "The Matrix" For Real!
Love this content!
Nice explainer!
I gotta say I’m impressed with the frame generation !!
So what is better for image quality, frame generation (DLSS 3) or DLSS Quality?
Got to say, being able to run A Plague Tale Requiem at 4K maxed out with either DLSS 3 or DLSS Quaility at 80 fps + and below 65 degree’s is glorious on my 4080.
My 3080 used to run at 72 degrees + capped at 60 on most games.
Any chance DLSS 3.0 can be done by the 30 series?
Nvidia said: "No, fork up the $$$ for the 40 series, peasant."
Paraphrasing here^^
Too few OFA cores in the 30 series for DLSS 3 to work in real time. That's the real reason.
@@joey199412 That's what I was told from the NVIDIA team. Though I'm waiting for someone to prove them wrong. :D
I suppose it was just a matter of time before frame interpolation came to gaming. Been using Smooth Video Project for a long while, and know about the artifacts that can happen when just pure math is used for guessing the frames inbetween. I hope onboard tech can improve the quality for this as well.
lol, maybe it's just a matter of time before graphic cards essentially "dream up" the game for us based on instructions, like a puppet play. We can only hope, because games are getting close to hitting the 200 GB mark after all. Imagine a Farbrausch (fr-08: .the .product, 64 KB, my favorite) like tiny (in comparison to today) program, that is pretty much just AI looking at a blueprint that the game devs encoded by AI on the other end, and that your graphics card is then able to build from scratch.
It wouldn't be a dumb tech if it meant less bandwidth used overall.
Awesome video, as usual :)
Burned my brain again, I got to go back to Uni I guess X)
We are no longer paying for raster performance. We are paying for this AI wizardry! :D
I may have understood it wrong, but won't there be a good amount of additional latency? If DLSS ai-renders a frame in between two already engine-rendered frames, you have to delay the second engine frame to show the ai one first right?
Not really no. If we assume the second engine frame would have shown the input from the user, then the intermediate frame will begin to show it as well, given it's figuring out what the frame looked like in between. In theory, you should actually begin to see the response one frame earlier, albeit not entirely. Plus don't forget, that this is still all happening within a unit of time (i.e.one second), so in theory you should be seeing it slightly faster.
@@AIandGames that's precisely my problem,
'it's figuring out what the frame looked like in between'.
So it generates the in between after the second frame is already made, so why not show the newest frame aka. the second one, not the in between right?
@@urlauber2884 As far as I am aware, "in between" is a somewhat inaccurate way to describe what's happening. the technique isn't waiting for a new frame to come out before it makes an in between stage, it's looking at previous frames to guess at what comes next, than putting its guess on your screen while the game is still working on making the next "real" frame
@@Rabid_Mushroom that would make a lot more sense, but it's not how it's described in the Video🤷♂️.
@@urlauber2884 it's explained like once in the video but what is actually going on is that it's using the last 2 uprezzed real game engine frames (the previous classically rendered frame and the currently just completed frame as ground truth) and using the motion vectors provided by the game engine (used in dlss 2 to create the more accurate upscaling, now being reused to create a more accurate flow field) into another special ai to guess the future frame.
This is essentially, knowing two positions in time to guess a third future position: 2, 4... 6?
[Though more accurately, you're assuming the next real frame is 6 so it's actually more like:
2, (3), 4, (5)
Where 2 and 4 are the last real frames, 3 is the last guessed frame, and 5 is the current guessed frame based on 2 and 4.]
So if I wiggle the thumb stick making the camera go crazy will dlss3 break? 😂
Will it make stable 1% lows?
it is incredibly complexe.
All of this with 1000W power demands. Makes me wonder what NVIDIA plans to do with future models increasing power demands like crazy
Yeah so from the press documentation, the 4090 needs an 850W PSU at MINIMUM. I'm going to be eating beans for a month to make up for testing this thing.
@@AIandGames I won't be surprised if we need a minI nuclear reactor to keep the future gens powered. Plus the costs are absurdly high.
Gaming will become less and less eco-friendly with each generation and that worries me. Visual experience is easier to sell than interactivity even if both can give the same experience and NVIDIA gotta sell hardware >_
The thing I don't like about these comparisons of Native 4k, and DLSS3 4k is that the native is performing considerably worse. I mean, I get that's the point to show off DLSS3, but if we're showing the difference of native and upscaled on the SAME GPU (i.e. let's say a 4080), doesn't that just mean that the GPU itself is still trash at rendering native 4k?
If that's the case, and the only improvement is more or less something software based (let's be honest, DLSS3 could definitely run on 30 series, but they're locking it behind the 40 to get money), what exactly are people paying for? It certainly isn't power. Well, I guess they are paying for power, but not how they imagine considering how much energy it sucks out of the wall.
So again, why show native vs DLSS and then show your GPU in a positive and negative light? It just seems counter intuitive.
"Our GPUs aren't any better, but we gussied up the image a little bit with made up frames. Most people can't tell the difference, and neither will you, Joe Consumer. Now shell out that hard earned $800."
Don't get me wrong, the tech is novel and impressive, but as many people often point out, NVIDIA is slowly backing themselves up against a wall with each generation. Improvements are marginal at best, but with skyrocketing power demands.
One day we won't even need GPU cores for rendering, just an AI that generates a game for us. The traditional renderer will get smaller and smaller over time, while the AI component of the GPU takes on more of the workload.
That’s not how that works…
@@shashank1630 why u say this
i think he is correct
matter of fact if you did watch 4000 announcement by nvidia
the reveal video
u would have seen how they are workin on a Global AI system intergration network
its really happening
its a massive network where games and real life meet
and companies use it to generate work purposes
and machines do the work
its scary
looks like skynet in the making
and NVidia and other comapnies are developing it
and it has allready started
AI is taking over
it like a real life sim..its a game and its comapnies doing real life work in it
probably will ber the biggest next VR experience
😂😂😂😂😂
Atrioc reference!!!!
Does it make mistakes
Hate when vsync is off
other plates they say the AI frame is between the to GPU frames. This would increase the latency, and that is also what they se when using frame generation? Thus I am confused.
Yes every other frame is made by the AI. Hence the need for NVIDIA Reflex to minimise the latency. DLSS3 games have to implement Reflex in order for it to work.
@@AIandGames Yes... I get that part.
What I am trying to ask is if the AI frames are extrapolated or interpolated from the "GPU frames".
In the video at 6:16 it sounds like it is extrapolating the next frame, but at 12:15 it sounds like interpolation.
In other videos I have seen it looks like the AI frame is made by the GPU frame before and the GPU frame after the AI frame (interpolated) and the frames are then buffered resulting in more latency.
I find this hard to explain with text only. Maybe this will help.
GPU frame = GF
AI frame = AF
frame shown on screen = 0 (-1 the frame before +1 the frame after)
Extrapolating: GF-2, AF-1, GF 0, AF+1 (AF+1 is made using data from GF-2 and GF-1)
Interpolating: GF 0, AF+1,GF+2 (AF+1 is made using data from GF 0 and GF+2. GF+2 is the newest rendered frame, but it is still in the buffer. GF 0 is show while creating AF+1)
I do not know if this makes sense to anybody.
No, it doesn't increase latency. Imagine you could react instantly to a frame. You're playing at 40fps, and the change happens at frame 4 of that second. That's as fast as it would be possible to react, obviously. Nothing in 1, 2, 3, change in 4.
Now, the GPU does some massive magic and you get 80fps. Now, you still react at frame 4, but you at to see frames 1, 1.5, 2, 2.5, 3, 3.5, before you saw 4, which happened at the same time it would have without the half frames.
Also, 0.2 seconds, or 8+ frames, is the lower limit of reaction time to unexpected events.
@@NigelTolley Sorry I can not understand your explanation. To me that just looks like having the GPU running at double the frame rate, thus halfing the GPU part of the latency.
I have the latency part from this video.
ua-cam.com/video/kWGQ432O3Z4/v-deo.html
@@NigelTolley Sorry I can not understand your explanation. To me that just looks like having the GPU running at double the frame rate, thus halfing the GPU part of the latency.
I have the latency part from this video.
Optimum Tech - Beast Mode - NVIDIA RTX 4090 Review (about 6 min in the video)
Fantastic sales pitch!
"I'll wait for the 5090." ;}
Why would they even use cyberpunk as an example?!
The simple answer is a lot of the games that will ship with DLSS 3 aren't ready to show yet. Hence they rely on older games. Opinions aside, Cyberpunk is a good tech demo for showcasing this - given it can't run smooth native 4K without DLSS.
You might have clocked that I showed footage of A Plague Tale Requiem, which isn't out for another week or so. It's the only pre-release game the PR team provided. I didn't show much of that game, given I was limited on what I can show at this stage given it has an additional press embargo restriction on it. And I don't wanna spoil that for anyone excited to play it.
I suspect they'll be plugging how this looks for new games in the coming weeks.
@@AIandGames Oh, it's the new Plague Tale? Looking nice.
Fun
We won't need a game engine soon just type in a title
Makes me so sad I got a 3080 ti last year
Great video as always, but these features are kind of depressing--only available on new (thousand dollar, thousand watt) cards, must be developed/trained by game designers, etc. Maybe in-engine rendering has reached a plateau, but will this discourage non-DLSS advances? I wonder what a more critical take of nvidia's advent tech would sound like. Aside from kids whining on reddit.
Also just can't be happy w/ EVGA dipping out, shit is a bad omen man smh
I think traditional rendering is going to continue to see improvements. Albeit at a slower, more gradual pace. As cool as any neural rendering technique is, it's still unreliable given it doesn't rely on the engine data. So the traditional rendering pipeline is a bottleneck that merits further work.
It’s funny how all of a sudden the 30 series cards sound like crap 😂
So I *just* upgraded to a 30-series not that long ago and it's still an amazing card. Had DOOM Eternal running full 4K with ray tracing and it looked gorgeous.
i think the DLSS 3 "guessing" for framerates is ok for flight sims / 1 player games, but for twitch shooters or MOBAs "guessing" what comes next is just adding more inconsistency like lag does.
we're talking about an incredibly miniscule fraction of a second difference here - for a lot of players, being able to play at a higher resolution allows them to play better than before, even with that latency hit. it's up to the player to try the option out for themselves for each game to see if it works for them.
@@cluckendip the main issue is that game makers already use "prediction" models to clean up online play. and for Spaghetti code games like League, that can cause issues where you think the opponent is at point A, when they are at Point C, and this gets cleared up when the next server cycle hits. Lets say the game prediction is wrong, that causes the Graphical prediction to be wrong. this lengthens the time you're getting incorrect information, and with the game types I'm talking about, those fractions of a second matter.
The frame generation isn't guessing what's coming next (extrapolating), it's interpolating what's in-between two frames, and the higher the original frame rate the more accurate said interpolation will be.
@@LutraLovegood ah i thought he was talking about the time it takes, but you're right - the generated images are pretty faithful and more accurate than other means. it obviously can't beat the image detail from the real frames, but it's not that much of a handicap for competitive players than one might think
Yeah as stated above it's adding intermediate frames (interpolation), so it always knows what the next frame looks like. Sorry that wasn't clear.
I absolutely love the technology, but so bored of what it's being used for. I feel an intense disconnect from a seemingly large part of the gaming community, that values frame rate and 4k. To me this adds nothing of value to a game, and are only pursued because we fixate on metrics as if it shows something objective about the game. As if game A being 4k/120FPS, in comparison to game B being 1080/30FPS helps in any way to compare game A and B. Instead of, you know, gameplay, level design, system design.
I would much prefer the technology being used to reduce the engine load, and use the CPU cycle budget to make better AI systems, better music engines and other typically underdeveloped parts of modern games. If the neural net handles upscaling, maybe you can lower the level of details in your assets and load more stuff.
But muh graphics.
So this is the image-smoothening "soap opera" option setting on new TV sets we love to hate on steroids. Found to be beneficial in video games. Who would've thought?
Big difference is this wasn't made to run on an underpowered SOC for TVs that can't even do 2GHz.
"Looked just as good if not better than native" - I think the technology is cool and all but you have got to be smoking some crazy shit to think that the AI generated stuff looks *better.* It looks good, but there are severe degradations in every shot you showed, from lighting being dimmed, to aggressive shimmering in tree leaves. I'll certainly take something like this knowing it's a sacrifice in order to get higher framerate in something like VR, but native is still far superior in appearance just by the nature of what it is.
Man you know what shocked me I played system shock recently and I’ve got powerful hardware! 4090 and a 13900k natively I could run the game 120fps max settings at 4K! I tried to see how dlss would behave, I was shocked to see it looked better than native! The image was crisp and refined compared to native!! :/ weird tbh
The real question is: Will it run DOOM?
... let me go and ask
What about Crysis?
@@synthetic240 oh god no, I mean nothing can right?
This looks great, but it's still in its infancy. There are a lot of temporal incoherence where the AI fails to predict correctly. However, cannot blame Nvidia for it because nobody else has managed to solve that problem either.
I felt it performed better than any of the original DLSS games I've played against. Not as many artefacts or glitched frames. It's definitely the best version they've put out thus far.
As mentioned in another thread, Cyberpunk had issues in well lit and reflective scenes, but that doesn't surprise me as I honestly don't know how their prediction can handle that.
But as you say, it's still in its infancy. Very interested to see how this improves in the next year or two.
@@AIandGames yes, it was most noticeable in Cyberpunk.
Sadly I'm not in a position to have first hand experience with any of this, so I'm only talking from what I've seen, including the research on the subject. Thus, I can only talk about how it looks.
But I am too figuratively jizzing my pants waiting for how this and similar technologies will develop.
Is it real or is it Memorex. Highly skeptical. Visions of horrible TV motion interpolation 'soap opera effect' come to mind.
I mean they're using "AI" and a separate chip on the board to do it, so I'm hoping it's a lot better than frame interpolation of old, which was just based on pure math.