You would be correct if this tech existed 15 years ago.
Nowadays all games use deferred rendering, which means they must have a temporal reconstruction step for several graphical elements (foliage, volumetrics, transparencies) and DLSS makes image quality way better for all of these. In fact, given the choice, I’ll take DLSS over native on any modern game regardless of any performance benefit.
There are quite a few tests online, some blind, some not.
As I explained, there’s no such thing as a normal native image anymore. Your “native” resolution game is doing temporal reconstruction whenever a transparent or translucent object exists, and guess what, DLSS is significantly better at it than any other shader-based algorithm. You can test it by yourself, too.
You would be correct if this tech existed 15 years ago.
Nowadays all games use deferred rendering, which means they must have a temporal reconstruction step for several graphical elements (foliage, volumetrics, transparencies) and DLSS makes image quality way better for all of these. In fact, given the choice, I’ll take DLSS over native on any modern game regardless of any performance benefit.
I’m sorry, but it stretches credulity to claim that an upscaled image has better quality than the same thing at a native res.
There are quite a few tests online, some blind, some not.
As I explained, there’s no such thing as a normal native image anymore. Your “native” resolution game is doing temporal reconstruction whenever a transparent or translucent object exists, and guess what, DLSS is significantly better at it than any other shader-based algorithm. You can test it by yourself, too.
It’s not a basic upscale anymore