I use DLSS type tech, but you lose a lot of fine details with it. Far away text looks blurry, textures aren’t as rich, and lines between individual models lose their sharpness.
Also, if you’re spending $2000 for a toy you are allowed to have high standards.
Sure, but compute is a limiting factor.
DLSS might not be as good as pure unlimited pathtracing, but for a given budget it might be better than rasterization alone.
I’m saying that it’s different enough that you shouldn’t compare the two.
If we're moving towards real time tracing compute is going to always be a limitting factor, as it was in the days of pre rendering. Granted currently raster techniques can simulate ray trace pretty well in many scenarios and looks much better in motion, IMO that's more limitation of real time ray trace. There's a bunch of image quality improvements beyond raster to be gained if enough compute is throw at ray tracing, i think a lot of dlss / frame generation goal is basically to offload more cpu to generate higher IQ hero frames while filling in blanks.
8k traditional rendering at 144Hz is a lot of pixels. We are seeing a 25%/3 years improvement cycle on traditional rendering at this point, and we need about 8x improvement in current performance to get there.
2040 is definitely possible, but certainly not guaranteed.
Makes you wonder how far ahead displays will be in 2040. I can imagine display prices falling in price and increasing in quality to the point where many homes just have displays paneled around the walls instead of paint.
Unfortunately, there are no 4K displays with 200+ DPI on the market. If you want high DPI you either need pick glossy 5k@27" or go to 6k/8k.
a 27" 1080p screen has 37ppd at 2 feet.
a 42" 4k screen has 51ppd at 2 feet.
a 27" 8k screen has 147ppd at 2 feet which is just absurd.
You have to get to 6 inches for the PPD to be 61
I know I'll be gunning for the 42" 8K's whenever they actually reach a decent market price. Sigh, still too many years away.
I cannot brag with sharp eyesight, but I can definitely tell difference between 4k@27" at 60cm = 73PPD and 5k@27" at 60cm = 97PPD. Text is much crisper on the latter.
I've also compared Dell 8k to 6k. There is a still a difference, but it is not that big.
You must have exceptional eyesight.
There are 4k 24" monitors (almost 200 DPI) and 4k 18.5" portable monitors (more than 200 DPI) you can buy nowadays
Cause it ain't about the gameplay or the usefulness. It's all about that big dick energy.
Making better looking individual frames and benchmarks for worse gameplay experiences is an old tradition for these GPU makers.
A game running at 60 fps averages around ~16 ms and good human reaction times don’t go much below 200ms.
Users who “notice” individual frames are usually noticing when a single frame is lagging for the length of several frames at the average rate. They aren’t noticing anything within the span of an average frame lifetime
if you added 200ms latency to your mouse inputs, you’d throw your computer out the of the window pretty quickly.
30 FPS is 33.33333 MS 60 FPS is 16.66666 MS 90 FPS is 11.11111 MS 120 FPS is 8.333333 MS 140 FPS is 7.142857 MS 144 FPS is 6.944444 MS 180 FPS is 5.555555 MS 240 FPS is 4.166666 MS
Going from 30fps to 120fps is 25ms which is totally 100% noticeable even for layman (I actually tested this with my girlfriend, she could tell between 60fps and 120fps as well), but these generated frames from DLSS don't help with this latency _at all_.
Although the nVidia Reflex technology can help with this kind of latency in some situations in some non quantifiable ways.
That's just it isn't. This stuff isn't "only detectable by profession competitive gamers" like many are proposing. It's instantly noticeable to the average gamer.
Though some CRT emulation techniques require more than that to scale realistic 'flickering' effects.
Just moving my mouse around, I can tell the difference between 60 and 144 fps when I move my pointer from my main monitor (144 hz) to my second monitor (60 hz).
Watching text scroll is noticeably smoother and with less eye tracking motion blur at 144 hz versus 60.
An object moving across my screen at 144 fps will travel fewer pixels per frame than 60 fps. This gain in motion fluidity is noticeable.
... now I wonder ... Do DLSS models take mouse movements and keypresses into account?
"MPEG uses motion vectors to efficiently compress video data by identifying and describing the movement of objects between frames, allowing the encoder to predict pixel values in the current frame based on information from previous frames, significantly reducing the amount of data needed to represent the video sequence"
By the way, I thought these AI things served to increase resolution, not frame rate. Why doesn't it work that way?
- Data Center: Third-quarter revenue was a record $30.8 billion
- Gaming and AI PC: Third-quarter Gaming revenue was $3.3 billion
If the gains are for only 10% of your customers, I would put this closer to the "next to no gains" rather than the "massive gains".
> Something tells me Nvidia made next to no gains for this generation.
Sounds to me like they made "massive gains". In the end, what matters to gamers is
1. Do my games look good? 2. Do my games run well?
If I can go from 45 FPS to 120 FPS and the quality is still there, I don't care if it's because of frame generation and neural upscaling and so on. I'm not going to be upset that it's not lovingly rasterized pixel by pixel if I'm getting the same results (or better, in some cases) from DLSS.
To say that Nvidia made no gains this generation makes no sense when they've apparently figured out how to deliver better results to users for less money.