The very bad news is, Nvidia says turning DLSS 5 on will currently reduce performance by 50-60%. And that’s across the board—no matter the game.

  • bigbangdangler@reddthat.com
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    4 hours ago

    Stop supporting Nvidia. If you don’t see the writing on the wall, you’re part of the problem.

    Inb4 the flak from fanboys who think that a $5 trillion corporation is in their best interest: they certainly aren’t in your interests as a gamer, and they’re making money (in part) off of those who have forgotten what gaming is about.

    Also inb4: yes, losing some frames to not have to deal with Nvidia’s bullshit is worth it.

    Inb4^2: AMD is not a saint. But whataboutism has never fixed anything.

    • Hond@piefed.social
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      21 minutes ago

      PhysX, G-Sync, HairFX, etc.

      The writing was on the wall for a long time already.

      I will never get how Nvidia got THAT popular amongst gamers. Like sure, Nvidia always had some benefits in certain usecases. But how many people were actually capturing game footage as a job and needed the best hw encoders? How many gamers also used their gaming rig also as a workstation for things where CUDA is essential? A lot! For sure. But not >90% market share a lot.

  • inclementimmigrant@lemmy.worldOP
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    3 hours ago

    Can’t wait for this vendor lock even more now.

    So developers will create crap models, crap lighting, and then let DLSS 5 take care of the rest and now not only will AMD and Intel users get a subpar gaming experience, so will the bulk of Nvidia users who can’t afford the flagship card.

    The future of gaming looks bright, like a train in a tunnel while your on the tracks.

    • freely1333@reddthat.com
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      30 minutes ago

      They don’t want you to buy a card they want you to rent streaming gaming. It’s not about you buying the flagship cards - they don’t want you owning a card at all.

  • the_riviera_kid@lemmy.world
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    5 hours ago

    Upscaling was a mistake, I always turn it off and end up with higher or at least the same frame rates. It’s just another fucking thing like motion blur, chromatic aberration and lens flare. It makes the game look and feel worse at the expense of performance.

    • Eyck_of_denesle@lemmy.zip
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      1 hour ago

      Upscaling was meant for older gpus. To lower the resolution in the game while making it fit the monitor resolution. I have no clue why flagship models need upscaling.

  • BigPotato@lemmy.world
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    5 hours ago

    So, while the little RTX 5060 can churn out a 258 fps result in NBA 2K27 at 1080p Ultra settings with ray tracing and DLSS 5 enabled, the game underneath will actually be running at around 43 fps.

    Lol. Nvidia with the toilet paper math. “You’re only getting 6 frames but it’s actually 11 billion frames.”

    Like, I’m playing Bully. Render the locked 30, barely consume any power and shut up. “Run your computer at full tilt all the time so your games can run like shit!” I cannot stand any frame gen. Makes games look like static.

    • Asafum@lemmy.world
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      3 hours ago

      Like, I’m playing Bully. Render the locked 30, barely consume any power and shut up

      I am getting older and honestly only recently came to appreciate 60fps, it blows my mind to hear people say shit like “doesn’t do 120fps, unplayable.” …like wtf?

  • thingsiplay@lemmy.ml
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    8 hours ago

    I wouldn’t use it, even if it was adding performance. Nvidia really found a new technology that is even worse than Frame Generation.

  • thingsiplay@lemmy.ml
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    8 hours ago

    Looking at the basic performance charts Nvidia has provided us so far, the ultra-high frame rate figures are based on 6x Multi Frame Generation.

    Let this sink in for a moment.

      • thingsiplay@lemmy.ml
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        2 hours ago

        Yes, pretty much. Each those diagrams and numbers Nvidia put on screenshots, look down at the bottom it says Multi Frame Gen 6x. It’s small, most people would miss.

        Edit: Removed explanation, it was a bit unnecessary complicated.

    • HarkMahlberg@kbin.earth
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      8 hours ago

      I want to make sure I understand this right. The 6X here means that for every one real frame generated by the GPU, the next six frames that follow will be AI generated?

      • Solemarc@lemmy.world
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        8 hours ago

        I’m pretty sure its 1 real frame every X frames so 6x would be 1 real, 5 generated.

        • thingsiplay@lemmy.ml
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          7 hours ago

          This is how I understand it too. 6x frame generation means 6 times the amount it had before. If it had 10 frames before, then 6x means 60 frames in total, which are 50 of them fake frames. Note to anyone reading this: Frame Generation is also adding lag. So anyone saying Frame Generation is increasing performance just because the numbers go higher, did not understand what it is. In fact Frame Generation is decreasing performance.

          Now imagine you use DLSS and RayTracing, and to feel good you add Frame Generation. What an abomination is this?

                • thingsiplay@lemmy.ml
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                  1 hour ago

                  In that answer, I forgot indeed. And the DLSS 5 image styling on top after upscaling… First Ai: Image upscaling, on top second Ai: DLSS 5 styling, on top third Ai: Frame Generation. And that assumes that the original input image from the developers was created without Ai. I mean Unreal Engine has some builtin Ai features and so on.

          • Zarobi@aussie.zone
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            5 hours ago

            The article goes into this.

            Looking at the basic performance charts Nvidia has provided us so far, the ultra-high frame rate figures are based on 6x Multi Frame Generation. So, while the little RTX 5060 can churn out a 258 fps result in NBA 2K27 at 1080p Ultra settings with ray tracing and DLSS 5 enabled, the game underneath will actually be running at around 43 fps.

            258 / 43 = 6

            I haven’t looked at the raw numbers, but if the A.I. is reducing performance by 60%, you can do some basic math and estimate that your game would have 110FPS normally. So the A.I. technically comes out ahead by a lot of frames. But, are those frames actually valuable? 60fps is enough for me personality, and 120fps is more than enough for almost everybody, so anything more than 120 is basically fluff.

            Also I don’t really want to play a game where 5/6 of frames are “fake”. Imagine just walking along in Elden Ring and you glitch through a wall, but the wall never existed, it was hallucinated by the A.I. based on surrounding geometry, and then you get hit by a random fireball the A.I. accidentally left out. I would be pissed. I can’t even imagine all the strange visual artefacts and glitches the A.I. would introduce. Like your character gaining and losing fingers in The Sims multiple times per second.

            • thingsiplay@lemmy.ml
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              4 hours ago

              It’s not even just 1/6 frame, because there is upscaling with Ai before, plus the upscaled image is probably changed a bit with the new DLSS 5 imagery. So the one full frame isn’t even a full frame.

                • thingsiplay@lemmy.ml
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                  4 hours ago

                  DLSS can upscale the image. Lets say from 1080p to 4k, with Ai. Then the DLSS 5 cosmetics are added, these new ones we see in the screenshots. That’s also Ai. And at last 6x Frame Generation with 5 generated images in between real images, with Ai.

    • turdas@suppo.fi
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      7 hours ago

      Isn’t the input lag going to be insane if the game runs at, say, 10 fps? This would have to come with some kind of new render pipeline where the simulation can somehow still run at a higher framerate.

      • thingsiplay@lemmy.ml
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        7 hours ago

        Exactly (we almost posted at the same time, where I explicitly talked about this in the other reply, lol, also with 10 fps as example. :D). There is a reason why Nvidia does not share the latency. I have no idea how this is legal.

    • Paradachshund@lemmy.today
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      6 hours ago

      I don’t really get how frame generation works, but at what point are you extrapolating so much that it gets out of sync with the gameplay? Surely there’s a limit…

      • Fizz@lemmy.nz
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        5 hours ago

        The game can pass movement vectors so they gen image can adapt.

        • Dnb@lemmy.dbzer0.com
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          22 minutes ago

          The main images are fully rendered

          It delays the task frame from showing and then generates between frame, then more between frames and again more (6x 5 total frames)

  • ms.lane@lemmy.world
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    8 hours ago

    Looking at the basic performance charts Nvidia has provided us so far, the ultra-high frame rate figures are based on 6x Multi Frame Generation. So, while the little RTX 5060 can churn out a 258 fps result in NBA 2K27 at 1080p Ultra settings with ray tracing and DLSS 5 enabled, the game underneath will actually be running at around 43 fps.

    I can feel the molasses from here.

  • myyass@lemmy.world
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    4 hours ago

    The only game I would use this for is the Hellraiser game about to be release. Yes, I’m a bit morbid. Otherwise I’m good with Palworld graphics.

  • CosmoNova@lemmy.world
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    7 hours ago

    As someone who works with 3D software everything about this trend annoys me to no end. I don‘t benefit from any of this. Instead hardware becomes unaffordable. And before anyone mentions AMD, last time I checked Nvidia still had more bang for your buck in Blender despite everything.

    I pray my current hardware survives for a long time because it‘s looking grim out there.

  • IEatDaFeesh@lemmy.world
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    6 hours ago

    From my understanding DLSS 5 can be targeted. Meaning the developer can choose to make a chair look more realistic while reducing the effects for others objects (like NPCs). I think the marketing group dropped the ball on the utility of DLSS 5 and went with the most dramatic NPC altering features. I’ve seen some DLSS5 lighting comparisons in Cyberpunk and I have to admit… It’s pretty damn good.

    • VindictiveJudge@lemmy.world
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      4 hours ago

      If the materials rendering part were integrated into the rendering pipeline as a standard thing that could be called with an API, that could be pretty good. Just pass along some info about the material and let it render like any other basic shader. But because it’s a post-processing shader that needs to analyze the entire image and work out materials on the fly to objects that have already been rendered, it murders the frame rate and can make mistakes on its guesses. There’s something legitimately interesting burried in there, but this is the worst possible way to implement it.

      • mohab@piefed.social
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        3 minutes ago

        But because it’s a post-processing shader that needs to analyze the entire image and work out materials on the fly to objects that have already been rendered, it murders the frame rate and can make mistakes on its guesses.

        Yeah, this sounds dumb as fuck. They’re rushing and making the worst choices possible to push big marketing ideas.

        Same as anything AI: if they slow down and make sure everything is done by the book, it could really be a useful tool, but they’re too high on power to care about any of this.