DLSS 2.3+ Implementation

Game performance without DLSS is bad and work of FSR even in the highest quality mode is poor. Jurassic World Evolution 2 uses the same engine and has DLSS. Implementation of this technology in DX11 will not be a problem coz many DX11 games support DLSS (such as Mount & Blade II Bannerlord and others).
 
while it´s the same engine, it´s not the same version of the engine.
or so i´ve been told
a good indicator is that jwe2 runs under dx12, while ed doesn´t support that.
 
I'd like to point out that, where it runs poorly, EDO runs equally poorly on my RTX 3060ti Ryzen 7 3700X even if I cut the resolution to 720p, to the point where there's no measurable variance in frame rates compared to when I run it at 2k. So... No amount of DLSS will save it because it'll just be super-sampling a scene that runs equally slowly no matter the resolution.

DLSS is not the answer because resolution isn't the problem. More precisely stated, DLSS is not a tool to fix badly optimised graphics processes. It's a tool to allow people to run games at higher resolutions and higher settings and get favourable performance without sacrificing visual impact too much; it allows me to run Cyerbpunk 2077 at 2k with most settings on max and ray tracing whilst still maintaining a frame rate that's reasonable - the alternative is I cut settings to maintain performance. If a game runs like a hog on recommended specs, the fix isn't to slap DLSS on it and call it a day. It'll still run like a hog.

Edit: to be clear, I phrased that as "where it runs poorly" for a reason, just to clarify that Elite Dangerous runs at very high frame rates in space and in most scenarios except for EDO specific content, such as settlements or the station interior, where my frame rates hit sub-60 more than enough to indicate something isn't right. And it's at that point where switching resolution has little or no impact. This strongly suggests that the lower frame rate is caused by some issue other than simply how many cycles my GPU is being asked to push out every second, which is ultimately where DLSS steps in and does its magic.

Edit2: EDO performs a lot better now than it did at launch so that's positive. It's still far too bottlenecked though and the fact I can't get it to run faster by running at Low and lower resolution really does highlight an issue still remains.
 
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Mount & Blade II Bannerlord have DLSS support and runs on DX11 well.
just wanted to make clear that the two games run on different versions of the engine, thus most likely support different api´s
imagine different verions of the unreal engine supporting different extensions.
 
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just wanted to make clear that the two games run on different versions of the engine, thus most likely support different api´s
imagine different verions of the unreal engine supporting different extensions.
Yes, but it does not mean anything if you are a game developer and you have access to the Internet, Cobra engine source, DLSS SDK and minimal programming skill.
 
Jurassic World Evolution 2 uses the same engine and has DLSS

Is it?
JWE2 is a DX12 only game

Also, DLSS and AMD FSR are helpers to get decent performance while running games at 1440p or 4k resolutions by rendering the game at lower resolution then upscale it to the display resolution.
They are less helpful when running the game at 1080p

Not at last, EDO was already significantly improved when it comes about GFX optimizations, but no so much when it comes to CPU optimization
 
DLSS could help with GPU limited scenarios and could replace the extremely poor AA implementations we have, at least on recent NVIDIA parts.

However, it's still not going to address the underlying performance issues of the game and while it may not be hugely difficult to implement in absolute terms, it's probably not worthwhile from FDev's perspective...something that would require a significant engine update and a fair bit of work to implement well, that would also only be usable by those with Turing and Ampere GPUs.
 
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