Allow DLSS when runming in VR

As we all know GPUs have a serious amount of work to do when playing VR games.

ED in VR is amazing, it would be great if we could crank up the supersampling up a little more.

Could frontier speak to nvidia and allow the next drivers to understand ED and allow DLSS.

We could get a boost in supersampling performance as a result.

Please pretty please
 
I doubt that DLSS would make any big impact. Just looking at how it works in existing titles makes for a mostly sad reading, as the increased performance also comes with blurrier graphics, and the biggest outlier here was an indie title, that in their quality settings delivered on Nvidia's promise, close to 40% better performance, with no noticeable downgrade in image quality... so that is one out of some 30 games with DLSS support...



So the chance that FDev would be able to beat those odds seems unlikely.


DLSS sounds great on paper, but to actually take advantage of this technology seems to be a whole different challenge, as the current situation shows. It has improved over time, but it still needs work to consistently deliver on what Nvidia "promised" us.
 
im working on the logic that upscaling performance is greatly improved. yes raytracing takes a large performance hit, but running 1440p and upscaling does benefit they say.
my logic goes, we run VR in a windows of 720p an upscale using super sampling….. so maybe it would boost performance in this way.

in some cases its 15-20 FPS more.... maybe enough to prevent the motion smoothing or reprojection kicking in at stations.

Source: https://www.youtube.com/watch?v=tLyIu3lMdAc
 
I just realised, you seems to have missunderstood how DLSS works as you mention it with supersampling...


DLSS will render the scene in a LOWER resolution than what your monitor is set to, and use the DLSS to scale the image to the monitor resolution...

Which is the oppposite of what SuperSampling works, here we renders the image for a HIGHER resolution, and then scale the image down for the monitor resolution


So I do not fully follow how you expect this to work...
 
yeah I know, but in VR, ED on steam uses a 720p image and scales it up. I was thinking could the DLSS process or something being used to boost the upscale performance.

I'm obviously wrong... oops
 
Then we have something like this... to bad both NVidia and AMD are trying to kill of multi GPU setups now.. as VR should be the obvious thing to actually benefit from multi GPU, especially if we try to get into the high resolution VR headsets from the likes of Pimax... where we can get 4k resolution per eye, but there is no single GPU that can drive those two 4k screens at at a high FPS.

NVidia:
VR SLI

AMD has a similar thing (video):
LiquidVR

Hard to find stuff of LiqidVR from AMD... so found this article about it.
Anandtech Article on LiquidVR
 
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