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Spiderman 2 at 360p with DLSS4

rofif

Can’t Git Gud
it's not really 360p though. It's 1080p output.
That's not how dlss works. The resulting image cost is way way more than raw 360p image would be. And uses ton more vram too.
I've noticed that DLSS uses about as much vram as TARGET resolution, rather than base resolution.
If I run Indiana jones at 4k with quality DLSS, it goes over vram. If I run raw 1440p, it's just fine.
 

Fafalada

Fafracer forever
It's sort of like being back in 2002 watching a DivX reencode of a MPEG2 Rip of a DVD source. Every now and then there's a moment of clarity, mixed with block artifacts everywhere.
Which isn't so different from when DF did Control at... 540p or whatever it was. It's like taking all the things TAA is supposed to fix (temporal artifacting and IQ) and reinject them back with a vengeance as macroblocking.

These comparisons would be interesting with a raw native comparison (for that true retro feel - what WOULD Spiderman2 look like on a PS2, c'mon we all want to know) - but then that would require turning off TAA and most modern games without TAA would probably start looking like that first version of Jedi Survivor with PSSR, just at much lower resolution.
 
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Bojji

Member
it's not really 360p though. It's 1080p output.
That's not how dlss works. The resulting image cost is way way more than raw 360p image would be. And uses ton more vram too.
I've noticed that DLSS uses about as much vram as TARGET resolution, rather than base resolution.
If I run Indiana jones at 4k with quality DLSS, it goes over vram. If I run raw 1440p, it's just fine.

It uses more vram than internal resolution but LESS than target native resolution. Differences are game dependent, more or less.

Of course it's not real 360p but for sure it uses less resources than native 1080p.
 

Xdrive05

Member
This is proof that Nintendo really needs to get a Transformer model to be performant on Switch 2. I know they have a patent for a custom model, but not sure if it's a CNN type approach or more Transformer based.

I bet this would look just fine in handheld mode 360p upscaled on an 8" screen. And then docked could aim for more like 720p upscaled to 1440p or thereabouts, and look relatively good even on a 4K set.
 

Bojji

Member
This is proof that Nintendo really needs to get a Transformer model to be performant on Switch 2. I know they have a patent for a custom model, but not sure if it's a CNN type approach or more Transformer based.

I bet this would look just fine in handheld mode 360p upscaled on an 8" screen. And then docked could aim for more like 720p upscaled to 1440p or thereabouts, and look relatively good even on a 4K set.

Performance regression on Ampere is small. But of course we don't know how switch hardware class will behave:

gA1UNhV.jpeg


No, but it'll have PSSR, which is already impressive, but will be even more so in another two years.

Will it? PSSR was custom made for PS5 Pro and requires lot of memory bandwidth to work (according to Mark Cerny himself), handheld may not have it.

PS6 handheld will most likely use UDNA so FSR4 maybe?
 
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ThisIsMyDog

Member
This is proof that Nintendo really needs to get a Transformer model to be performant on Switch 2. I know they have a patent for a custom model, but not sure if it's a CNN type approach or more Transformer based.

I bet this would look just fine in handheld mode 360p upscaled on an 8" screen. And then docked could aim for more like 720p upscaled to 1440p or thereabouts, and look relatively good even on a 4K set.
To much artifacts for it to be fine, you still do not want to go below Performence mode even with new DLSS model.
 

Fafalada

Fafracer forever
Performance regression on Ampere is small. But of course we don't know how switch hardware class will behave:
If this table is real, it indicates this might be mostly memory bound. The fact 2080TI only loses single digit %s, as does the 5090 - while having something like 7x less AI compute isn't speaking for compute being a bottleneck.
Which also bodes - poorly - for handheld implementation (if any).
 

LordOcidax

Member
Watch Sony overproduce it like the Vita. Making the device too expensive for what it can offer and without major 3rd parties willing to take a financial risk of supporting it.
The only way that Sony can launch a handheld is if they take the hybrid path and then you are going to see PS fans accusing the system of holding back the PS console of the moment 🔮.
 

Stuart360

Member
Even with normal DLSS, some games can look surprisingly good at 360p with DLSS. Check this vid of AC Mirage at 1080p with ultra performance DLSS from 6:06 -



Having said that, you can still see a lot of shimmering on the fiolage and Spiderman in the Spiderman vid. Although obviously it still looks way better than native 360p.
 

cormack12

Gold Member
It depends on how much people are sensitive to general IQ artefacts, ghosting, smearing, etc…

The lower the base resolution the worse the tradeoffs…
And this is what gets me. If you're the type of person who can justify the latest GPU prices because you can notice the difference, then there is no way you fall into a bracket of being OK with the downsides of frame gen and upscaling.
 

ThisIsMyDog

Member
And this is what gets me. If you're the type of person who can justify the latest GPU prices because you can notice the difference, then there is no way you fall into a bracket of being OK with the downsides of frame gen and upscaling.
There is big difference between upsalling lets say 360p to 1080p and 720p to 1080p, you wont see a lot of artifacts with DLSS4 if any at second option.
 

Buggy Loop

Member
Performance regression on Ampere is small. But of course we don't know how switch hardware class will behave:

gA1UNhV.jpeg




Will it? PSSR was custom made for PS5 Pro and requires lot of memory bandwidth to work (according to Mark Cerny himself), handheld may not have it.

PS6 handheld will most likely use UDNA so FSR4 maybe?

That chart is already outdated with drivers btw.

DF will have to make a 2h video on DLSS 4
 

Stuart360

Member
It depends on how much people are sensitive to general IQ artefacts, ghosting, smearing, etc…

The lower the base resolution the worse the tradeoffs…
Yeah for sure, and i wouldnt use ultra performance dlss at 1080p even if i had a patato PC.
But actual native 360p is like 120p above a PS1 game, and looks way worse that the Mirage and Spiderman vid.
Not many people would play like this though obviously, but its ineresting to look at.
 

Soltype

Member
It uses more vram than internal resolution but LESS than target native resolution. Differences are game dependent, more or less.

Of course it's not real 360p but for sure it uses less resources than native 1080p.
So it uses 360p as the base resolution to build up to other resolutions?
 

Bojji

Member
So it uses 360p as the base resolution to build up to other resolutions?

360 is Ultra performance mode for 1080p output res. 360p is native res that is used by DLSS to reconstruct to 1080p, but usually there are some elements in games that are rendered in higher resolution (output) than geometry - that's one of the reasons why 360p->1080p doesn't perform like native 360p (it requires more resources).

"Normal" CNN DLSS produced results like this few years ago:

 

yamaci17

Member
as someone who was able to cope with the old dlss performance mode at 1080p to enjoy path tracing on my 3070, this update is just incredible
new 1080p dlss performance mode, even at 1080p, LOOKS MUCH BETTER than the old 1080p dlss quality mode
 

Buggy Loop

Member
Any indication on what the new numbers look like?

usgls5u8nxee1.jpeg

I think Transformer model got a boost. Although I think also CNN model got better with 571.96, so the end result is that transformer model caught up and above old CNN but CNN also got a boost. End result though is that it has to be evaluated again for the whole RTX series.

For low end RTX like a laptop 3050 it seems to have improved. So new CNN is faster but maybe requires more GB/Banwidth? More tensor cores?



Is it more compact VRAM wise? Less banwidth? His laptop has 4GB VRAM. Could spell even better news for Switch 2. If that video is legit, they are roughly equal in frametimes for same quality.
 
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