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DonFerrari said:
Soundwave said:

Well DLSS 2.0 is only supported by RTX range cards, so you can't use this on a $200 card. Nvidia will probably then move up to DLSS 3.0 and simply state you must now have an Ampere based card (3060 or better) and so on and so on. So they can cover themselves that way. 

But for enclosed software hardware ecosystem like the Switch is, Nintendo can simply just build it into every development kit so that it's used basically for every game. On a system like Switch there's no benefit to not using it most of the time. 

Guess you missed the point. If DLSS would cover very big gaps in power then small ones won't even exist so even the lowest grade card with DLSS would basically remove all the reason for any card above it.

And you also ignore that there are already other reconstruction techniques that have been used, the on in PS4 was already making things not be noticed when making under 1400p to 4k.

And the UE5 engine DF couldn't really see the difference from 1440p to 4k.

Also you are ignoring that pixel count is just a very small part of the IQ on a game and also of the graphic budget.

That's for Nvidia to manage how they want, the fact is the technology works. People are hacking games like Control on the PC to get it to reconstruct up from resolutions as low as 512x288 and it works. My guess is Nvidia will quietly just pass the technology onto Nintendo and not push it too hard for the PC market. That would be most sensible for them, it makes a lot of sense for a Switch, for a company that wants to sell higher end PCs probably they quietly bury or de-emphasize the feature as time goes on. 

The PS4 sharpening filter/checkerboard effect is no where near as good as DLSS 2.0. Shit, DLSS 1.0 is nowhere near as good as DLSS 2.0. You're talking a different ball game here, this is an AI algorithm which can reconstruct even badly damaged photos, it looks to me like once working out a few kinks they saw massive improvement in image quality. It will probably get even better than that to boot with DLSS 3.0.

Pixel count which is screen resolution is not a "small part" of the overall graphics pipeline. Anyone knows for instance when you go from 1440p or 4K settings on your PC and go down to say "only" 720p, this is not some small difference. At 720p you can crank max graphical effects at much higher settings and/or get a much higher frame rate than you could get at 1440p or 4K, way higher. That's not some minor part of the puzzle. The downside was always that you were stuck with a lower resolution looking image obviously (blurrier, less detailed looking), that was always the trade off, but DLSS 2.0 basically cheats that bringing that image quality back up close to the 1440p/4K one. 

Last edited by Soundwave - on 24 May 2020