Fake Frames or Big Gains? - Nvidia DLSS 3 Analyzed
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Channel: Hardware Unboxed
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Length: 35min 27sec (2127 seconds)
Published: Thu Oct 13 2022
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TLDW - DLSS3 best when you have high frame rates and want to max frames for your high refresh monitor.
Better for slower moving single player games, and for games without much UI to focus on (UI/sharp high contrast single color block elements - causes bad frame generation artifacts).
Luckily, most competitive games don't need this tech - those sorts of games tend to be optimized for lower/mid end systems, which cards like this will be complete overkill for... or at least until those games start to offer RT options for visuals...
ugh, the ui elements need different treatment, it's the most noticiable and looks horrible
The marketing of this feature is so annoying, why did they even call it DLSS 3, it's a completely separate almost unrelated feature, and it's just bad in its current form, it's only purpose is to fool people with inflated bajillion FPS numbers.
Frame interpolation seems like kind of weird thing for Nvidia to target. Frame extrapolation, like many VR systems use when the application doesn't hit framerate, with updated inputs would probably be more interesting since it can both reduce latency and add more frames. Extrapolation would probably have more visual artifacts since it has less data to work with and the latency reduction would be limited to things like camera movement.
In my mind the best purpose of DLSS is to improve performance of lower end cards not necessarily to just blindly push FPS higher on a halo product. So DLSS 3 kind of fucks that idea up. I'm still intrigued by the tech and hope they can fix the latency issue for the sake of the lower end cards.
And there we go. Gaming at 120fps with dlss3 has the input latency and feel of Gaming at 40fps. You also can't cap your fps.
The AI generated frames will never be perfect. This is to preserve sense of motion by smoothing out frame pacing. It isn't really something you can quantify easily, but I think Digital Foundry and HUB did what could be done.
You shouldn't buy these cards just for DLSS 3. It's just another tool in the toolbox to tune your experience.
It's marketed and wilfully received as a tool to get cumbersome 30-40fps workload to run at 60-80fps, the framerate band that makes most difference, but in reality it's mostly a 60-120fps to 120-240fps feature which is a bit of a luxury applications, and that is just for relatively latency insensitive cases. I'd say this is a luxury feature much unlike DLSS2 or FSR1/2.
That certainly soured my expectation for frame duplication tech a bit. That said, my use case is arguably the best scenario for it still: turn-based game so no huge needs for low input latency, no fast, constantly moving scenes, CPU bottlenecked or frame rate locked to around 60 FPS. I will continue to keep an eye on its development.