I tested DLSS on a mid-range GPU and native resolution suddenly became meaningless


Nvidia’s push into artificial intelligence has permeated all aspects of gaming. Over the years, I’ve seen the pitch shift from an “acceptable trade-off” to a performance boost to a bold claim. DLSS now matches or beats native resolution and gives you a stack of free frames. This has always been a claim that is easy to repeat and harder to prove, so I decided to suspend my belief.

With my RTX 4070 Ti Super and 1440p OLED display, I ran three visually demanding AAA games comparing native rendering and each DLSS preset from Quality to Ultra Performance on the same scenes. I have to admit, I expected to walk away from this experience confirming my assumption that local was still king, but instead, I found myself struggling to justify why I made my games harder when I ended up losing. some free performance along the way.

Spiderman 2 made the strongest case against the native

The city looked the same, but it was easier to swing

I started experimenting with Marvel’s Spider-Man 2 for the simple reason that it’s the type of game that makes it easy to overcome any deficiencies in any promotion. Manhattan stretches far into the horizon, and every cubic meter is filled with skyscrapers, bridges, traffic, pedestrians, and enough subtle geometry to disrupt reconstruction algorithms. Sitting on top of the Empire State Building, I went from native to DLSS-Quality while working DLSS 4.5 In advance M and saw a significant increase in frame rate in the same scene, while the 4070 Ti S ran cooler and drew less power to do so.

In terms of visual quality, readable sacrifices were almost non-existent. The cages of Avengers Tower in the distance, the bridges spanning the river, and the windows stood perfectly together during the reconstruction. At the quality preset, looking for any difference feels like a pointless exercise. On the other hand, switching to the Balanced and Performance presets softens fine details to push some extra frames that I don’t particularly care for.

Preset

FPS

1% down

GPU %

Temperature

Power

PC lag

Native

54

40

99%

80°C

248 W

51.2 ms

DLSS Quality

81

68

85%

75°C

223 W

33.4 ms

DLSS Balanced

81

66

73%

74°C

205 W

30.5 ms

DLSS Performance

82

71

68%

68°C

174 W

31.4 ms

DLSS Ultra Performance

83

62

53%

67°C

150W

29.4 ms

DLSS 4.5 makes the Wizarding World even more engaging

Hogwarts Legacy is where I start to seriously question my assumptions

At this point in the test, Spiderman 2 had already created a decisive enough framerate and efficiency case for Nvidia’s second-generation transformer-based upgrade. The next title I tested had a reputation for transition stutters and micro-stutters that can break immersion in a game world designed to escape reality. For this run, I maxed out all possible graphics presets (as I did in all other tests) and found that the DLSS Quality preset both boosted in-scene frame rates while also boosting frame consistency and acting as a de facto antidote to the lag issue the game shipped with. The familiar stutters were less noticeable.

That’s something average frame rate numbers can’t convey well. A game can theoretically report a perfect average, but it can feel inconsistent if the frame times are all over the place. Native rendering is enabled The legacy of Hogwarts suffers from the worst of this problem, whereas changing the DLSS Quality provided an experience that felt right. Visually, I didn’t want much more either. is like a judgment about spiderman 2, Switching to Balanced or Performance mode got more frames, but not in a way that changed the feel of the game. Perhaps the effects will be more pronounced for anyone who prefers to play on “hard” mode, where extra fluidity is important. It’s certainly one of those games In terms of quality, DLSS feels better than native.

Preset

FPS

1% down

GPU %

Temperature

Power

PC lag

Native

64

35

92%

76°C

247 W

58 ms

DLSS Quality

85

76

85%

72°C

217 W

51 ms

DLSS Balanced

86

76

62%

65°C

217 W

51 ms

DLSS Performance

86

68

75%

71°C

195 W

52.9 ms

DLSS Ultra Performance

89

79

87%

76°C

159 W

49.7 ms

Forza Horizon 6 showed where the rebuild got tricky

However, the difference with the native was indistinguishable

Forza Horizon 6 It was one of those tests I was looking forward to, especially since the alpine scenery, bright daylight and particle effects that make up the game’s atmosphere benefit the most from Nvidia’s improved second-gen transformer. Nvidia is specifically marketing DLSS 4.5 based on its upgrade temporary stability games rely heavily on smooth movement, and I couldn’t think of a more suitable title for this test than the most beloved racer in the gaming industry right now.

The preset reconstruction in terms of quality left no room for complaint. The snow held its texture and the lining of the orange safety fence on the off-road track near the danger sign was crisp. The distant tree lines also held their definition against the mountains. I’d argue that it’s this particular example that convinces me that I can’t blindly test between native rendering and DLSS Quality, even after years of insisting that native rendering is the benchmark every upgrader should strive for.

Preset

FPS

1% down

GPU %

Temperature

Power

PC lag

Native

202

166

98%

72°C

217 W

47 ms

DLSS Quality

205

161

98%

76°C

234W

52 ms

DLSS Balanced

209

163

98%

72°C

215 W

45 ms

DLSS Performance

225

166

98%

71°C

204W

41 ms

DLSS Ultra Performance

252

175

97%

69°C

189 W

38 ms

Native resolution isn’t dead, but it’s no longer the default either

DLSS used to be the best case where DLSS looked and “felt” better than native rendering, and it was often the exception you noted in an affordable game that was well optimized for it. In these three tests, this is starting to look like the rule. In Quality, two years ago on a mid-range card, I got measurable performance for a compromise price that I struggled to see. That’s enough for me to decide.



Source link

Leave a Reply

Your email address will not be published. Required fields are marked *