numberwang said: Nvidia clarifies that DLSS 3 frame generation will add latency of 1/2 frame time. That means we are talking about frame interpolation between existing frames and the newest rendered frame has to be hold back for 1/2 frame time. This does not sound well for 30fps games or fast esport titles. It might work for slow games like Flight Simulator running at 45-60fps to get to >60fps stable. Also it won't be able to smooth over CPU frame spikes because you need a rendered frame first before you can inject an interpolated frame. https://wccftech.com/nvidia-ada-lovelace-follow-up-qa-dlss-3-ser-omm-dmm-and-more/ |
I am not too worried about the latency aspect because the point of DLSS is to give you better latency than what your GPU would be able to achieve if you ran the game natively. For example, if you run Cyberpunk at 4k with RT max, lets say you can achieve 30 fps which is 33ms natively. Then lets say with DLSS 3, the Ai upscaling + frame interpolation you end up at 60fps with latency being 20ms instead of 16ms. Well the 20ms is still lower than 33ms. Obviously if you have a GPU that is capable of hitting 60fps native, then you don't use DLSS but DLSS isn't meant to replace native but rather, it's meant to look and feel as close to native as possible in situations where your GPU isn't capable.
With esports and competitive games, you never turn on upscaling whether it be DLSS or FSR or XeSS because there's always artifacts and ghosting. Plus those types of games aren't all that demanding anyway. If anything, you should turn on Reflex and enjoy the crazy latency reduction compared to without it.
But yea, overall the point of DLSS 3 is to try and make the frames look smoother than they really are. While it won't feel as low of an input lag as running the game natively at those framerates... The people that will use it couldn't do that anyway so what they will experience is lower input latency and smoother frames than they would currently.
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