The new DLSS boosts performance by up to five times.

With the arrival of the new RTX 4000 graphics line, we have a new innovation in performance-boosting technology.

DLSS 3 adds AI frame generation to its existing DLSS 2-based spatial upscaling.

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Nvidia has shown a promotion video with RTX 4090 running the game at 200fps.

Unfortunately, we are not able to show our own frame-rate numbers in this content - only performance multipliers.

This is joined by DLSS frame generation.

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This had a similar increase in latency, but without the mitigation of Reflex.

Extremely fast motion - particularly close to the camera - may cause artefacts.

Also, HUD elements have no motion vectors for the technology to track, which also has issues.

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In actual gameplay though, the problems are minimal.

Acceleration is taking most games to 120fps or in excess of that, meaning per-frame persistence is very low.

Meanwhile, remember those generated frames are sandwiched by ‘perfect’ traditionally rendered ones.

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Improved performance is the point of the exercise - but also its utility in enabling new experiences.

Essentially, Remix is integrated into older titles, allowing for fully path-traced renditions of classic PC games.

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The whole process is completely indepedent of the processor.

The vast majority of the action in that trailer will be CPU-constrained at around 100-120fps.

DLSS 3 frame generation is effectively doubling the frame-rate.

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Even so, with just a 36 percent boost to performance, we still hit the CPU limit.

Frame generation continues to increase frame-rate, however.

Even so, the game is so fast that the latency figures are extremely low across the board.

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The final title provided for testing was a preview build of Cyberpunk 2077 fromCD Projekt RED.

You’ll get an idea of the fluidity there.

This has water in full view, along with two portals facing one another.

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DLSS 2 on Ampere vs DLSS 3 on Ada Lovelace essentially provides a three-times increase to performance overall.

Let’s conclude the piece by getting down to brass tacks, tackling the obvious questions.

First of all: does image quality from the AI generated frames hold up?

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This depends on the speed of the action and the ability of the DLSS 3 algorithm to track movement.

Switch to full-screen view for each image and move between frames one, two and three.

The answer is… not really.

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Now look at the third-person Spider-Man image comparison to the left of it in the zoomer block.

This represents something closer to normal motion within the game.

Played out on a 120Hz screen, this presents as a touch of flicker.

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The only alternative for older cards I could imagine would be a lower quality version for older cards.

Next up, let’s tackle how frame generation overcomes the CPU limit.

However, frame generation can also be called frame amplification.

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If the CPU isn’t supplying good frame-times, stutter can be magnified too.

The frame-rate increased dramatically with frame generation, but the stutter was amplified too.

However, the work ended up being more comprehensive than we imagined.

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At the extreme level, could DLSS 3 actually work in making a 30fps game look like 60fps?

Are there inherent weaknesses in the image interpolation that are common from game to game?

This is pioneering stuff that we’ve never seen from a GPU before.

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This is a game transformed, with all lighting in the game achieved via ray tracing.

In effect, it’s a path-traced rendition of one of the most demanding PC games on the market.

Consoles could never do this - it’s way beyond their capabilities.

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It’s an enticing thought and we’ll be returning to DLSS 3 and Cyberpunk 2077 in future content.

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