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Control is the first game to use a new DLSS algorithm and will be used / improved upon for future titles


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An Image Processing Approach to Super Resolution

One of the core challenges of super resolution is preserving details in the image while also maintaining temporal stability from frame to frame. The sharper an image, the more likely you’ll see noise, shimmering, or temporal artifacts in motion.

 

During our research, we found that certain temporal artifacts can be used to infer details in an image. Imagine, an artifact we’d normally classify as a “bug,” actually being used to fill in lost image details. With this insight, we started working on a new AI research model that used these artifacts to recreate details that would otherwise be lost from the final frame.

 

This AI research model has made tremendous progress and produces very high image quality. However, we have work to do to optimize the model's performance before bringing it to a shipping game.  Leveraging this AI research, we developed a new image processing algorithm that approximated our AI research model and fit within our performance budget. This image processing approach to DLSS is integrated into Control, and it delivers up to 75% faster frame rates.

 

Let’s look at an example video, below. The left side uses Control’s in-engine scaling. The right side shows DLSS. Both sides are rendering at 720p, and outputting at 1080p. Notice how DLSS brings out more detail and improves temporal stability, reducing flickering and shimmering.

 

 

 

Let’s look at an example of our image processing algorithm vs. our AI research model. The video below shows a cropped Unreal Engine 4 scene of a forest fire with moving flames and embers. Notice how the image processing algorithm blurs the movement of flickering flames and discards most flying embers. In contrast, you’ll notice that our AI research model captures the fine details of these moving objects.

 

 

With further optimization, we believe AI will clean up the remaining artifacts in the image processing algorithm while keeping FPS high.

 

More Innovation To Come
The increasing computing demands of next generation, ray-traced content requires clever approaches, such as super resolution, to deliver great frame rates. The new DLSS techniques available in Control are our best yet. We’re also continuing to invest heavily in AI super resolution to deliver the next level of image quality.

Our next step is optimizing our AI research model to run at higher FPS. Turing’s 110 Tensor teraflops are ready and waiting for this next round of innovation. When it arrives, we’ll deploy the latest enhancements to gamers via our Game Ready Drivers.

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To be honest I was becoming a bit skeptical.  There were a couple of really bad DLSS implementations, that's for sure.  Even the good implementations had unwanted side effects at times.  Battlefield 5 is completely laughable.. but DLSS in Control is absolutely incredible.  There's really no perceptible difference.  You're a god damn idiot if you have an RTX gpu and aren't using DLSS with this game.  They said the model would improve with time, and no doubt the embarrassment of AMD's image sharpening comparisons made them get their ass in gear.

 

Comparison I made of 4K Native vs DLSS (1440p) with all settings and ray tracing maxed out

 

Native 4K

48663286047_578f245ac8_o.png

 

DLSS 1440p

48663138241_a9011fe429_o.png

 

 

I know you fags are going to troll... but there's really no perceptible/appreciable difference in the visuals... even less noticeable, you know, when you're actually playing.  The 2x the FPS certainly is noticeable though :bena: 

 

RTX :bow: 

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Yeah, about the only noticeable difference would be whiteboard that has markings on it is slightly thinner and diminished, and the grates on the left side have some extra visual noise at that far angle, but that really does look good if it straight-up doubles the framerate, I'll take that any day.

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10 minutes ago, jehurey said:

Yeah, about the only noticeable difference would be whiteboard that has markings on it is slightly thinner and diminished, and the grates on the left side have some extra visual noise at that far angle, but that really does look good if it straight-up doubles the framerate, I'll take that any day.

And that's something you'd never even know of or notice unless you saw them side by side.

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