I love this form of video because this is basically exactly what I used to do when crysis came out. I'd mess with each and every setting, weighing the benefits to performance costs. I spent months of my life doing it to the point where upgrading my GPU felt kind of bad because it meant I just put everything at high and called it a day. this vid reminds me a lot of that time edit: you gave the win to tsaa at 11:44 but in my view I would give the CLEAR and MAJOR win to DLSS because it seems like it removes that annoying mesh-on-mesh shimmering pattern entirely EDIT #2: OOPS I got them mixed up in my head, ignore edit #1. maybe I can still blame 2kliks by saying he should have colour coded the comparisons or something - nah, my bad
Sinom Yeah, but at least the „stein“ section was far beyond the usual you hear online, and it’s time to give a little credit to not discourage them you know.
as a suggestion, can we get comparison screenshots color-coded? It can be a bit confusing as to which is DLSS and TSSAA without constantly checking the top left.
@@ChrisBa303 No, Its not, Because I can visually see that there are differences between the two settings, but the information's useless If I don't know what setting im looking at.
Then the feature has failed to impress or make a difference, if something has to be pointed out to someone to be convincing through a placebo effect it's a nothing feature
@@chillhour6155 When you do A-B testing, you need to at least know which one is "A" and which one is "B", even if you obscure the names to remove bias. So if you really wanted to avoid the placebo effect, you clearly mark DLSS "A" and TSSAA "B", then be as clear as possible which one is "A" and which one is "B". Then, at the end of the video, you reveal which one is which (I'm not suggesting 2kliksphilip actually do this though).
I know this is a payed ad by Nvidea, but I don't mind. I actually want more of this. I am actually really fascinated with DLSS and Ray Tracing. I think both will have major improvements over the years and we should pay attention. SO I would not mind a DLSS check in video every 6 months or so. See if it has surpassed previous version and how much by. I wouldn't doubt that in 2 years time DLSS will just be the default go to anti-aliasing for Nvidea users.
Well the gameplay, guns and locations weren't bad. It's just that both daughters were written braindead and whole game suffers from unneeded level gates:(
@Marek Tužák both you and him got it wrong. Its spelled Talos. But yeah i'm really excited. It was free on the epic games store and, although i hate the EG store, i played it. Its pretty cool honestly.
Rage300 The second person was obviously joking, making fun of the same thing you did. That or they happened to make the exact same mistake in the exact same thread, which I highly doubt.
Maybe you could try putting the name of the algorithms you're comparing into different corners (especially if it's just two)? That way it's clear which one is currently active in the scene without requiring a quick glance to the corner which distracts from trying to focus on the differences.
11:02 Quote: " If I knew german I might even be able to make out this word here..." Yes, you would. I was able to - though, I needed to use the shot from further away. Somehow that makes it WAY easier to read it. There isn't more or less information in that shot, it's just smaller and closer together. Huh ... I've read "Sicherheitsbereich". This was confirmed later at 12:16 when that sign was perfectly resolved.
What a great sponsored video! It feels like a normal video, with a little bit more opportunistic outlook on DLSS then normal (but not too much). Enjoyed it a lot :)
Very good comparison video! And really great observations, you thought of so many things to check (like how frames look after swinging the camera wildly etc.). I'm excited for the future of dlss. You are for sure one of the most diligent analysts on youtube (and beyond)! I imagine you sitting in front of your monitor with a deerstalker cap, a pipe and a magnifying glass spotting the tiniest differences between various graphic settings haha.
This is like when you get your eyes tested and the Optician flips the magnifying glass looking thing: Optician: One or two? One or two? Me: Umm... Umm, kinda the same I guess...
Thanks for the video ! While other people are busy with useless news like ''somebody said something!!111!!!!1 OMMGGG!!!'' you actually make a very informative video !
@@indestructiblemadness8531 Same here. I love the game and it really got me thinking about my whole religious way of thinking. I hope the video is like an hour long because there is so much to talk about. Sadly it will probably only be like 13 mins like all the vids :(
@@2kliksphilip But considering how much there is to talk about on the philosophical level and the way you interpret the game I think going a little mote in-depth with the stuff you talk about won't hurt. This might also be caused by me being subjective because I like your videos and the relaxing way you create them, I in general just enjoy your content. From the perspective of the people that got the game and played through it this sure would be appreciated a lot. I would just like to have the feeling that everything was talked about that could've been talked about. However do as you like, just an opinion
17:45 it's more than likely using a biased rendering thingy, meaning it's not really "the most accurate thing in the world", it probably still has a lot of internal settings, like you might have with VRay (a rendering engine) and stuff like that, the ones that are the best at reproducing the same image every time is just unbiased rendering like OctaneRender or Cycles (Blender). Also my guess with the reflections being stretched the further they are from the object is so they don't need to use as many rays at higher resolutions.
Almost 4k quality for the same price of 1440p? This may be the start of a real competitor to console up-scaling. I hate to say, but whatever AA they're using on the Xbox One X, it's damn impressive. Very hard to tell it apart from true 4k.
@@kaadmy2625 I guess I meant other modern methods of AA adding that blurriness over everything. At this point I just leave AA off because most games nowadays just have awful implementations that just look like Vaseline smeared on the screen.
Because the old methods ruin the FPS like crazy. And when a developer has the choice between using 75% of their GPU budget on brute force AA that most wont appreciate vs 75% nicer graphics overall...
@@granatengeorg Well if you have hardware that can drive the better more intensive methods of anti aliasing then why not have it included? Then again the answer to that would be super sampling, but MSAA is still less intensive than cranking up the resolution. GPUs nowadays have insane amounts of VRAM, shitty AA shouldn't be an issue at this point
It's insane how far computer graphics have come. The jump between 2005 to 2010 was so much bigger than 2015 to 2020. Most of the visual artifacts and aliasing effects can only hardly be spotted, and certainly the average player won't notice much of a difference. I think raytracing + radiation have the highest potential to improve visuals, since - at the moment - global illumination is still something only the very high end of graphics cards can handle sufficiently in games.
I wish there's facial comparisons as well bc no one would stare at the vent to look for details but during cutscenes players are forced to look at the characters up close.
Nice video mate. I believe the first part of it (the rasterisation quality comparisons) can be improved by using actual game play footage, instead of the canned benchmark. Due to the way DLSS works, and the fact that the benchmark scenes are always identical run to run, you implicitly show DLSS tech at its best instead of a more fair random sample. Those invariant sequences are likely what the developers involved optimised the algorithm for most.
I have a feeling the reason DLSS doesn't resolve the reflections properly is because most AI denoisers and upscales use data from the GBuffer (a bunch of images storing depth, surface direction, motion vectors, and shading information rendered out by the game engine before or during shading) to make a more educated guess about what it is denoising. For instance if it notices an edge of a model or shape from a normal map it will adjust its shading to preserve that edge, but since the reflection is generated by raytracing it doesn't have this information so it fails negative and doesn't touch it. Most temporal AA solutions also use the GBuffer to some degree or another, but due to the way temporal AA works it fails positive and just averages the pixel with past samples anyways.
@@2kliksphilip yeah i watched the whole video, it's a mateculous job indeed, however I disagree on the grounds of that comparison, it's not about fps but about image quality and the choice given to users .. at Quality the user is handled a choice that has superior IQ and better fps at the same time ..
@UCEKJKJ3FO-9SFv5x5BzyxhQ yeah that's my original point, doing DLSS comparisons at Quality instead of Performance, Digital Foundry did this also, and nobody criticized them over it.
@@2kliksphilip I appreciate the work you have done mate, it's top notch, I just wish you've provided analysis for Quality DLSS vs TSSAA for reference as well, defects like disappearing sparks and light shafts are resolved much better at Quality DLSS.
DLSS is really crazy good now. I can get 1440p60 max settings (image streaming high) on my RTX 2060 laptop in Wolfenstein with RTX and DLSS on. With RTX off and DLSS on, I can get easily 144FPS in 1080p, matching my laptop display refreshrate of 144Hz, all that while looking better than native resolution.
Sadly only this game so far actualy benefits from DLSS...some of the first DLSS games run worse both visualy and in performance using DLSS... Which is just infuriating.
@@Waldherz That is true, early DLSS implementations were not that great and quite blurry. Thankfully, all games from now on will have the new DLSS implementation, so that bodes well for Cyberpunk and Doom.
@@dampflokfreund I hope so, even though I will have to wait with those things as my 12th and 13th RTX cards (all of them had to be RMAd to nvidia before) kept performing so bad due to drivers that I threw them away... So I hope things will improve til 2021.
I finished Control with DLSS ON... Those beatifull RTX visual effects with high FPS were defintiely worth it. AA artifacts were not really that apparent during the regular fast-paced gameplay - You would have to really focus on looking for them most of the time.
Differences in image quality are more perceivable at higher resolutions whereas performance differences are higher on lower resolutions. Running lower res won't affect AA too much, in theory that is.
5 minutes in I realized that I am an old man and really don't care about these features anymore. I just want a fat pixel clock that doesn't gyp me out of high frequency spatial+temporal information.
Problem with AI is that it blends similar shades to a single shade. You'll notice at 2:30 it's done a great job on creating contrast on those light, but the bottom of the screen it's almost completely lose those metal details. (1/4 from bottom of screen)
You forgot to mention how much implementation/tuning mater for the advanced antialiasing methods. I learned this while tweaking Fallout 4 TAA. There is a range between no aliasing but lots of blur, and some aliasing with much less blur. So it's not just "which is better", but "how well did the devs tune antialiasing". Going further, when devs get paid by NVIDIA for using their tech, they have a clear, financial incentive to shittify the other antialiasing modes just enough to make the new thing look better.
''Going further, when devs get paid by NVIDIA for using their tech, they have a clear, financial incentive to shittify the other antialiasing modes just enough to make the new thing look better.'' Here we go again with the conspiracy theories smh...
Can you cover Deliver us the Moon? Honestly DLSS in that game is shockingly good and I wonder what makes DLSS perform differently in that game even compared to Youngblood which is also one of the better DLSS implementation... Its not a bad game at all actually, I wish it got a little more love (edit: I'm talking about Deliver us the moon btw )
You already said it, it's a huge performance hit, SSAA and MSAA are the worst performing Anti-Aliasing algorithms. Temporal AA is much less of a performance hit, because you take the data from the previous frames instead of calculating them. Nothing wrong with using MSAA, but it's performance hungry.
Multi-sampling is harder to implement and are costly in case of deferred rendering which is the default for most modern game engines. Some developers do offer full blown super-sampling in the form of the resolution scaling, which gives even better image quality even if performance hit is a bit more significant.
MSAA doesn't fulfill the needs of modern games. It can only anti-alias edges of geometry, nothing more, and is often incompatible or difficult to make compatible with modern rendering techniques. Moreover, because it only anti-aliases geometry edges, it doesn't anti-alias textures, shading, or particles, which you will definitely notice in a modern game. With high dynamic range physically based rendering, aliasing in shading is one of the biggest problems modern games contend with. Depending on the scenario, MSAA is still a great choice, but for modern games its performance hit is not the main reason not to use it, it just doesn't do what you need it to.
@@TheSandvichTrials You are aware that MSAA is a basically supersampling? It is lifting the resolution it renders, thus making everything look better because everything has more information to work with. en.wikipedia.org/wiki/Multisample_anti-aliasing Read it, its not that long, and if I understand this right it is basically the best if you can sacrifice performance without worry.
I've always been that one person who plays games without AA and now that my GTX970 is showing its age a bit (I always lag behind by a few years as I'm not interest in most modern games, mostly because I dislike shooters and can't afford a 60€ game that often) hearing that some of the more modern AA method might be able to *improve* framerate is very interesting.
As a german it feels weird to hear "Wolfenstein" pronounced with the "Wolfen" in english pronounciation and the "stein" in german xD The "o" is in german the same sound as in the first letter of "oculus", while you pronounce it more like the "u" in "oculus" ^^
Just for the next video of comparaison You should color code the DLSS and TSSAA (and maybe the resolution for the sake of it) it would be a little nicer to follow GOOD video by the way that how people should do pay work (and that come from someone who is kinda fed up with manufacture bullshit)
I love this form of video because this is basically exactly what I used to do when crysis came out. I'd mess with each and every setting, weighing the benefits to performance costs. I spent months of my life doing it to the point where upgrading my GPU felt kind of bad because it meant I just put everything at high and called it a day. this vid reminds me a lot of that time
edit: you gave the win to tsaa at 11:44 but in my view I would give the CLEAR and MAJOR win to DLSS because it seems like it removes that annoying mesh-on-mesh shimmering pattern entirely EDIT #2: OOPS I got them mixed up in my head, ignore edit #1. maybe I can still blame 2kliks by saying he should have colour coded the comparisons or something - nah, my bad
I'm glad you come here
DeSinc moire pattern i believe it is called
HAHA FUNNY ENGAGE BLJ
@@usbhub95 tom scott did a super interesting video on the moire pattern/effect th-cam.com/video/d99_h30swtM/w-d-xo.html
I might be picking you up wrong but it seems the bends and curves are on the DLS one and not the TSSAA?
11:03 the word is "Sicherheitsbereich" - security perimeter
0:38 - Is it finally better than alternatives? (Same resolution comparison)
6:38 - 4K DLSS VS 1440p TSSAA (Same framerate comparison)
12:02 - High / low resolution DLSS conclusion
13:22 - DLSS with Raytracing
18:43 - DLSS to boost framerates
20:17 - DLSS Conclusion
For mobile users :)
Thank you
You are our Internet hero
I hear a foreigner pronouncing Wolfenstein correctly, i like.
Pretty sure it's and o and not an u like he pronounced it but idk.
Sinom Yeah, but at least the „stein“ section was far beyond the usual you hear online, and it’s time to give a little credit to not discourage them you know.
@@granatengeorg What did the other word in white text say tho?
Xeno Morph Hard to make out, but probably „Sicherheitsbereich“. (Security Area)
@@granatengeorg зихерхайтсберайх
as a suggestion, can we get comparison screenshots color-coded? It can be a bit confusing as to which is DLSS and TSSAA without constantly checking the top left.
Isnt that in away a good sign?
I was thinking the same. That or having one with the label on the left and the other with the label on the right.
@@ChrisBa303 No, Its not, Because I can visually see that there are differences between the two settings, but the information's useless If I don't know what setting im looking at.
Then the feature has failed to impress or make a difference, if something has to be pointed out to someone to be convincing through a placebo effect it's a nothing feature
@@chillhour6155 When you do A-B testing, you need to at least know which one is "A" and which one is "B", even if you obscure the names to remove bias. So if you really wanted to avoid the placebo effect, you clearly mark DLSS "A" and TSSAA "B", then be as clear as possible which one is "A" and which one is "B". Then, at the end of the video, you reveal which one is which (I'm not suggesting 2kliksphilip actually do this though).
Man its really amazing that you can tell that you really care and are interested in this, and you are not just doing it for sponsorship
great work
I know this is a payed ad by Nvidea, but I don't mind. I actually want more of this. I am actually really fascinated with DLSS and Ray Tracing. I think both will have major improvements over the years and we should pay attention. SO I would not mind a DLSS check in video every 6 months or so. See if it has surpassed previous version and how much by. I wouldn't doubt that in 2 years time DLSS will just be the default go to anti-aliasing for Nvidea users.
Nvidia*
11:04 It says "Sicherheitsbereich" meaning "security area". For all of you that are curious
The pronounciation of "Stein" in "Wolfenstein" was flawless german. It really baffled me for a second, since my brain was in english mode :D
This makes me appreciate the cleanliness of my old games running at 1440p with 4x MSAA.
Rest In Peace having to play this game even for an external goal
Well the gameplay, guns and locations weren't bad. It's just that both daughters were written braindead and whole game suffers from unneeded level gates:(
@@TheArklyte Gameplay was so dumb i wish they made the level system normal
@@TheArklyte The gameplay, guns and locations were terrible actually but ok.
In this video kliksman finds out which SS is the superior kind.
Make the "The thalos Principle" video mr philip.
Thanos principle
@Marek Tužák both you and him got it wrong. Its spelled Talos. But yeah i'm really excited. It was free on the epic games store and, although i hate the EG store, i played it. Its pretty cool honestly.
Rage300 Whoooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooosh
@@stevelarry3870 it appears I have been wooshed. What for?
Rage300 The second person was obviously joking, making fun of the same thing you did. That or they happened to make the exact same mistake in the exact same thread, which I highly doubt.
Maybe you could try putting the name of the algorithms you're comparing into different corners (especially if it's just two)? That way it's clear which one is currently active in the scene without requiring a quick glance to the corner which distracts from trying to focus on the differences.
I’ve been having the same problem.
9:15 Look at the "logo"
lol
@@TheW1zardTGK thanks I just guesstimated
This "logo" is replaced with something else in German release edition because historical reasons ;)
Why is his voice so satisfying to listen to?
11:02 Quote: " If I knew german I might even be able to make out this word here..."
Yes, you would. I was able to - though, I needed to use the shot from further away. Somehow that makes it WAY easier to read it. There isn't more or less information in that shot, it's just smaller and closer together. Huh ...
I've read "Sicherheitsbereich". This was confirmed later at 12:16 when that sign was perfectly resolved.
9:03
Look over to the... logo on the wall here!
Yeah cool logo.
I heard "DLSS" so many times that I'll probably see nightmares hearing it.
🤔
This is some genuinely useful stuff. Once more improvements are made to dlss, it could become an amazing compromise on image quality and fps.
WOAH! Congrats on Nvidia sponsorship! I'm really enjoying these videos on these technology.
Thorough and well explained testing, thank you.
Goddamm, that 720p looks excellent when my phone is doing a smooth 480p.
I completely forgot this game existed
I see your video "Ultra Settings Suck" caught the attention of the GPU Overlords at Nvidia.
What a great sponsored video!
It feels like a normal video, with a little bit more opportunistic outlook on DLSS then normal (but not too much).
Enjoyed it a lot :)
Very good comparison video! And really great observations, you thought of so many things to check (like how frames look after swinging the camera wildly etc.).
I'm excited for the future of dlss.
You are for sure one of the most diligent analysts on youtube (and beyond)!
I imagine you sitting in front of your monitor with a deerstalker cap, a pipe and a magnifying glass spotting the tiniest differences between various graphic settings haha.
This is like when you get your eyes tested and the Optician flips the magnifying glass looking thing:
Optician: One or two? One or two?
Me: Umm... Umm, kinda the same I guess...
"Nvidia... pls fix"
Congrats on getting the sponsorship, philip! Way to branch out
Thanks for the video ! While other people are busy with useless news like ''somebody said something!!111!!!!1 OMMGGG!!!'' you actually make a very informative video !
So wait, you're telling me I'm not watching digital foundry right now?
Data Bee even better
I love the running wolfenSHtein joke throughout the video lmao
Talos Principle spoiler video when?
@@2kliksphilip Please don't make the video too short then(:
@@2kliksphilip take your time. if it means getting a quality phillip video about a brilliant game, the wait will be worth it.
I actually played through Talos Principle just so I can watch it. (Even though the game was worth it anyway :D)
@@indestructiblemadness8531 Same here. I love the game and it really got me thinking about my whole religious way of thinking. I hope the video is like an hour long because there is so much to talk about. Sadly it will probably only be like 13 mins like all the vids :(
@@2kliksphilip But considering how much there is to talk about on the philosophical level and the way you interpret the game I think going a little mote in-depth with the stuff you talk about won't hurt. This might also be caused by me being subjective because I like your videos and the relaxing way you create them, I in general just enjoy your content. From the perspective of the people that got the game and played through it this sure would be appreciated a lot. I would just like to have the feeling that everything was talked about that could've been talked about. However do as you like, just an opinion
Nice breakdown. Thanks for including this many examples.
John from Digital Foundry also started to pronounce Wolfenstein differently in his last video. Coincidence? I don't think so.
i love your passion about anti aliasing, that makes for interesting videos!
It seems like they need to impove the Machine learning for DLSS and it’ll be amazing
Extra points to Nvidia for the sponsorship knowing that if you didn't like it, you'd probably say so.
So you brought back the old style of description. I like it better, because I can check your system :)
I kliked on this thinking it was a Digital Foundry vid. Guess that means you're doing it right!
Loved this video. If you can do sponsors like this that remain relevant to your channel and things you already do, I would absolutely love it.
great job! a very informative video, thanks philip
This video is best appreciated on a 720p phone with a broken screen
2:45 Damn my favourite song :3
Why did i not get a notif for this video. Smh good think i check your channel every week.
Ah. It’s always soothing to hear Philip go into detail about computer graphics.
Playing csgo at 1024*768 has made my eyes go numb
17:45 it's more than likely using a biased rendering thingy, meaning it's not really "the most accurate thing in the world", it probably still has a lot of internal settings, like you might have with VRay (a rendering engine) and stuff like that, the ones that are the best at reproducing the same image every time is just unbiased rendering like OctaneRender or Cycles (Blender).
Also my guess with the reflections being stretched the further they are from the object is so they don't need to use as many rays at higher resolutions.
Almost 4k quality for the same price of 1440p? This may be the start of a real competitor to console up-scaling. I hate to say, but whatever AA they're using on the Xbox One X, it's damn impressive. Very hard to tell it apart from true 4k.
If you're only used to playing on console I'm sure it looks at impressive go from normal 720p to 1440p+ upscaler
@@chillhour6155 I don't own a console though
I don't even really know what dlss is but still enjoy it because it was made by the best TH-camr ever
Why do modern anti aliasing methods look so shitty? I don't remember MSAA completely ruining texture detail
MSAA isn't supposed to affect texture detail, only geometry edges are anti-aliased.
@@kaadmy2625 I guess I meant other modern methods of AA adding that blurriness over everything. At this point I just leave AA off because most games nowadays just have awful implementations that just look like Vaseline smeared on the screen.
Because the old methods ruin the FPS like crazy. And when a developer has the choice between using 75% of their GPU budget on brute force AA that most wont appreciate vs 75% nicer graphics overall...
But the smears ! And the artifacts ! They're so ulgy and distracting !
@@granatengeorg Well if you have hardware that can drive the better more intensive methods of anti aliasing then why not have it included? Then again the answer to that would be super sampling, but MSAA is still less intensive than cranking up the resolution. GPUs nowadays have insane amounts of VRAM, shitty AA shouldn't be an issue at this point
It's insane how far computer graphics have come. The jump between 2005 to 2010 was so much bigger than 2015 to 2020.
Most of the visual artifacts and aliasing effects can only hardly be spotted, and certainly the average player won't notice much of a difference.
I think raytracing + radiation have the highest potential to improve visuals, since - at the moment - global illumination is still something only the very high end of graphics cards can handle sufficiently in games.
Ayyy ye boi got finally sponsored for his hard work
I wish there's facial comparisons as well bc no one would stare at the vent to look for details but during cutscenes players are forced to look at the characters up close.
"DLSS's resolution"
So many settings..
We must compare all the different DLSSs's outputs
5:47
Ok.... So DLSS has improved allot in the last year.
Finally. Thanks.
Here before it's reuploaded
one of the only youtubers on this planet to pronounce Wolfenstein the correct way
Also Digital Foundry
@@BlindBison you pronounce it 'wolfen-shtine'
the 'St' sound in german is always spoken like 'sht'; 'sp' is also pronounced as 'shp'
probably not too relevant but it would be great if nvidia could bring this in some form to their tegra SoCs. The switch will greatly benefit from it
You would be awesome on the Digital Foundry team!
finally a English speaker pronouncing the name in German style
Best sponsoring ever
Nice video mate. I believe the first part of it (the rasterisation quality comparisons) can be improved by using actual game play footage, instead of the canned benchmark.
Due to the way DLSS works, and the fact that the benchmark scenes are always identical run to run, you implicitly show DLSS tech at its best instead of a more fair random sample. Those invariant sequences are likely what the developers involved optimised the algorithm for most.
I usually just disable AA and smear vaseline on my screen so that I can get FXAA without a performance hit
I have a feeling the reason DLSS doesn't resolve the reflections properly is because most AI denoisers and upscales use data from the GBuffer (a bunch of images storing depth, surface direction, motion vectors, and shading information rendered out by the game engine before or during shading) to make a more educated guess about what it is denoising. For instance if it notices an edge of a model or shape from a normal map it will adjust its shading to preserve that edge, but since the reflection is generated by raytracing it doesn't have this information so it fails negative and doesn't touch it. Most temporal AA solutions also use the GBuffer to some degree or another, but due to the way temporal AA works it fails positive and just averages the pixel with past samples anyways.
Evil enemy logo? That logo on the wall? One wrong move and say goodbye to ad revenue
You should have tested DLSS at Quality, you will see a major boost to IQ over Performance.
@@2kliksphilip yeah i watched the whole video, it's a mateculous job indeed, however I disagree on the grounds of that comparison, it's not about fps but about image quality and the choice given to users .. at Quality the user is handled a choice that has superior IQ and better fps at the same time ..
@UCEKJKJ3FO-9SFv5x5BzyxhQ yeah that's my original point, doing DLSS comparisons at Quality instead of Performance, Digital Foundry did this also, and nobody criticized them over it.
@@2kliksphilip I appreciate the work you have done mate, it's top notch, I just wish you've provided analysis for Quality DLSS vs TSSAA for reference as well, defects like disappearing sparks and light shafts are resolved much better at Quality DLSS.
That "stein" was great.
DLSS is really crazy good now. I can get 1440p60 max settings (image streaming high) on my RTX 2060 laptop in Wolfenstein with RTX and DLSS on. With RTX off and DLSS on, I can get easily 144FPS in 1080p, matching my laptop display refreshrate of 144Hz, all that while looking better than native resolution.
Sadly only this game so far actualy benefits from DLSS...some of the first DLSS games run worse both visualy and in performance using DLSS...
Which is just infuriating.
@@Waldherz That is true, early DLSS implementations were not that great and quite blurry. Thankfully, all games from now on will have the new DLSS implementation, so that bodes well for Cyberpunk and Doom.
@@dampflokfreund I hope so, even though I will have to wait with those things as my 12th and 13th RTX cards (all of them had to be RMAd to nvidia before) kept performing so bad due to drivers that I threw them away...
So I hope things will improve til 2021.
I finished Control with DLSS ON... Those beatifull RTX visual effects with high FPS were defintiely worth it. AA artifacts were not really that apparent during the regular fast-paced gameplay - You would have to really focus on looking for them most of the time.
My LCD panel motion smearing was actually more disruptive, than AA artifacts 😂
Differences in image quality are more perceivable at higher resolutions whereas performance differences are higher on lower resolutions. Running lower res won't affect AA too much, in theory that is.
Philips: DLSS Analysis
Id software's developers: write that down!
omg, he said Stein right! Danke dir! Danke aus dem tiefsten meines Deutschen Herzen! Du Glorreicher Engländer!
No its Wolfen(steen).
@@MOMirrors I hate you :D
5 minutes in I realized that I am an old man and really don't care about these features anymore. I just want a fat pixel clock that doesn't gyp me out of high frequency spatial+temporal information.
Great video!
Problem with AI is that it blends similar shades to a single shade. You'll notice at 2:30 it's done a great job on creating contrast on those light, but the bottom of the screen it's almost completely lose those metal details. (1/4 from bottom of screen)
Would there be any benefits from rendering in 4k with dlss/ tssaa and then downscaling it to 1080p?
You forgot to mention how much implementation/tuning mater for the advanced antialiasing methods. I learned this while tweaking Fallout 4 TAA. There is a range between no aliasing but lots of blur, and some aliasing with much less blur.
So it's not just "which is better", but "how well did the devs tune antialiasing". Going further, when devs get paid by NVIDIA for using their tech, they have a clear, financial incentive to shittify the other antialiasing modes just enough to make the new thing look better.
''Going further, when devs get paid by NVIDIA for using their tech, they have a clear, financial incentive to shittify the other antialiasing modes just enough to make the new thing look better.''
Here we go again with the conspiracy theories smh...
I love you Phillip, keep staying awesome m8 c:
15:30 Do you think the checkerboarding might also be amplified by the cloth texture that is on the background of the window reflections?
Can you cover Deliver us the Moon? Honestly DLSS in that game is shockingly good and I wonder what makes DLSS perform differently in that game even compared to Youngblood which is also one of the better DLSS implementation... Its not a bad game at all actually, I wish it got a little more love (edit: I'm talking about Deliver us the moon btw )
Now lets wait for the minecraft ray tracking
I love your pronunciation of wolfenstein... it's flawless... and... Talos? T^T
I would argue that comparing at similar depends on GPU. I'd imagine more recent GPUs handle DLSS better than older ones.
Nice one Philip
So this is where the upscaling madness began?
5:47 "DLSS's resolution is" say that 5 times fast.
What happened to MSAA in games? It always did a great job despite the performance hit it made.
MSAA is my absolute favorite antialiasing.
You already said it, it's a huge performance hit, SSAA and MSAA are the worst performing Anti-Aliasing algorithms.
Temporal AA is much less of a performance hit, because you take the data from the previous frames instead of calculating them.
Nothing wrong with using MSAA, but it's performance hungry.
Multi-sampling is harder to implement and are costly in case of deferred rendering which is the default for most modern game engines. Some developers do offer full blown super-sampling in the form of the resolution scaling, which gives even better image quality even if performance hit is a bit more significant.
MSAA doesn't fulfill the needs of modern games. It can only anti-alias edges of geometry, nothing more, and is often incompatible or difficult to make compatible with modern rendering techniques. Moreover, because it only anti-aliases geometry edges, it doesn't anti-alias textures, shading, or particles, which you will definitely notice in a modern game. With high dynamic range physically based rendering, aliasing in shading is one of the biggest problems modern games contend with.
Depending on the scenario, MSAA is still a great choice, but for modern games its performance hit is not the main reason not to use it, it just doesn't do what you need it to.
@@TheSandvichTrials You are aware that MSAA is a basically supersampling? It is lifting the resolution it renders, thus making everything look better because everything has more information to work with.
en.wikipedia.org/wiki/Multisample_anti-aliasing
Read it, its not that long, and if I understand this right it is basically the best if you can sacrifice performance without worry.
track id at 19:40? sounds like some super wavy uk garage, totally my jam
I've always been that one person who plays games without AA and now that my GTX970 is showing its age a bit (I always lag behind by a few years as I'm not interest in most modern games, mostly because I dislike shooters and can't afford a 60€ game that often) hearing that some of the more modern AA method might be able to *improve* framerate is very interesting.
I never use any AA. :P
As a german it feels weird to hear "Wolfenstein" pronounced with the "Wolfen" in english pronounciation and the "stein" in german xD
The "o" is in german the same sound as in the first letter of "oculus", while you pronounce it more like the "u" in "oculus" ^^
Cool, back to my 2007 PC
Now if only a game worth playing could get these features.
thank you!
I watched this in bed, on my phone, at 360p
I have no real point. Carry on!
DLSS is really improving compared to what it used to be. I'm impressed.
Sadly not in all games....in some it just stopped properly working.
Just for the next video of comparaison
You should color code the DLSS and TSSAA (and maybe the resolution for the sake of it) it would be a little nicer to follow
GOOD video by the way that how people should do pay work (and that come from someone who is kinda fed up with manufacture bullshit)
S P R E A D .... oh wrong channel