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Digital foundry: DLSS 4 on Nvidia RTX 5080 First Look: Super Res + Multi Frame-Gen on Cyberpunk 2077 RT Overdrive!

iQuasarLV

Member
They didn't show the latency without the framegen turned on.
Additionally, they are using DLSS in performance mode, which renders at 1080p internally. It would be interesting to see it in quality mode, which probably has more latency. We will know in the future.
The x2 shows what the initial FPS was as x2 is generating initial frames from the base framerate, thus ADDING that 50ms. So...roughly 18fps base FPS before frame generation kicks in. What is nice is that they know adding more frames to an already laggy feature isn't compounding the problem but exponentially reducing the hit you take from it. +50ms(x2) < +5ms(x3) < +2ms(x4).
 

iQuasarLV

Member
Agreed, that’s my point. The big jump was introducing the tech and ironing out initial kinks.

This in comparison is just really subtle improvements. Good to have of course but nothing game changing
James

from what I got at the presser, Jensen was saying the old DLSS1-3 algorithm had reached all it could and thus they had to begin anew with a different one. So we are starting off with image quality as good as 3.5 gave us but with future improvement headroom.
 
James

from what I got at the presser, Jensen was saying the old DLSS1-3 algorithm had reached all it could and thus they had to begin anew with a different one. So we are starting off with image quality as good as 3.5 gave us but with future improvement headroom.

I think that was more for frame gen, different topic altogether.
 

Zathalus

Member
Not true, you can notice dlss on vs off in comparison feeds.

For more subtle improvements you may need a direct feed. And this is definitely more subtle
Yes the enhancements are more subtle. Hence you would need a direct feed if you don’t want to rely on zooming. You’d likely notice the difference then side by side.
 

SF Kosmo

Al Jazeera Special Reporter
The 4x Frame gen stuff seems pretty silly/excessive, definitely not something that would sell me an upgrade, but it's cool that they can pull it off at a decent quality with minimal latency cost.

The new model is much more exciting to me, it looks like there are real improvements, and especially in games like Cyberpunk that leverage DLSS so heavily I am sure those improvements multiply.

I'm especially impressed how they managed to solve for animated textures (that lack the kind of motion vector information the old model needed).

2025-01-07-103246.png


As always, these DF guys are complete sell outs. With this multi FG, the problem is not just the simple input latency. It's the input interval. You're basically getting 4 times the frame per each action you perform. Say if you have moved for 1/60 sec, your guy on the screen will move for next 4/60 sec. Which means if the base frame rate is 22, it still is effectively a 22 fps game when it comes to the control response. You're just getting 4 x the pictures. This is just crazy, and it's unbelievable to see these DF guys who's been saying how FG should've never been used in a low base frame rate games (say 30 to 60 like they did on PS5 Wukong) and now they keep their mouth shut for something like 20 to 80 LOL
That screenshot is from nVidia's keynote, not DF footage, and it's also notably not a game, so it isn't something where latency would matter a great deal.

Frame gen is not for getting your 20fps game up to 60, it's for getting your 60fps game to run at 200fps. The game still needs to run at an acceptable rate to be playable, but it helps to take advantage of the improved fluidity of high/variable rate displays.
 
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MMaRsu

Member
This stuff is great but why do I have to watch your ugly head every few minutes? Jesus christ.

Trigger warning next time pls
 
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coolmast3r

Member
2025-01-07-103246.png


As always, these DF guys are complete sell outs. With this multi FG, the problem is not just the simple input latency. It's the input interval. You're basically getting 4 times the frame per each action you perform. Say if you have moved for 1/60 sec, your guy on the screen will move for next 4/60 sec. Which means if the base frame rate is 22, it still is effectively a 22 fps game when it comes to the control response. You're just getting 4 x the pictures. This is just crazy, and it's unbelievable to see these DF guys who's been saying how FG should've never been used in a low base frame rate games (say 30 to 60 like they did on PS5 Wukong) and now they keep their mouth shut for something like 20 to 80 LOL
It really is crazy how the 5080's raw raster performance is basically the same (or even arguably worse) as 4080 Super if you turn the 4x frame gen multiplier down to 2x which 4080S is using. So all we are getting with RTX5000 is more fake frames with the same dogshit latency, got it.

 

nemiroff

Gold Member
As always, these DF guys are complete sell outs. With this multi FG, the problem is not just the simple input latency. It's the input interval. You're basically getting 4 times the frame per each action you perform. Say if you have moved for 1/60 sec, your guy on the screen will move for next 4/60 sec. Which means if the base frame rate is 22, it still is effectively a 22 fps game when it comes to the control response. You're just getting 4 x the pictures. This is just crazy, and it's unbelievable to see these DF guys who's been saying how FG should've never been used in a low base frame rate games (say 30 to 60 like they did on PS5 Wukong) and now they keep their mouth shut for something like 20 to 80 LOL
BS. DF didn't argue for 22fps. They talked about how this could be helpful those who want to utilize the most of their ~4K ~240Hz monitors. Except some crazy edge cases no one is going to play games at 22 fps on 50XX anyway. At ~60fps and above f.ex. the ~16ms + ~10-15ms latency is low enough for most people. And the few remaining professional deniers can just turn it off it if makes their universe fall apart.
 
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PeteBull

Member
I need RTX 5090, going to bank tmrw to see if i can get some bank credit
Wait till end of jan/early feb for independend reviews, mate, i would love to buy 5090, even at 3k usd/euro(obviously something with beefed up cooling, this monster has 575w tdp after all ;p) but performance has to be there, and i dont mean dlss4 performance, i want proper raw raster performance at 25-30% above 4090 and around 2x vs my current 3080ti.
If, and lets just assume something crazy, if native raster performance is only 10-15% above 4090, then obviously for many ppl it wont be worth it, like at all.
 
The generated frames are inserted between the real frames, so there is no extra movement.

And within those 3 generated frames, you have absolutely zero controls over. When your guy is moving left, he'll move left for another 3 more frames no matter what, and when you tell him to turn right he'll turn right for 4 set of frames and no changes in between. It's got nothing to do with the usual input latency, it's whole another can of worms DF chooses to ignore.
 
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Buggy Loop

Gold Member
And within those 3 generated frames, you have absolutely zero controls over. When your guy is moving left, he'll move left for another 3 more frames no matter what, and when you tell him to turn right he'll turn right for 4 set of frames and no changes in between. It's got nothing to do with the usual input latency, it's whole another can of worms DF chooses to ignore.

Doesn't work like that, at all
 

SF Kosmo

Al Jazeera Special Reporter
This stuff is great but why do I have to watch your ugly head every few minutes? Jesus christ.

Trigger warning next time pls
First they complain that every girl in gaming isn't fuckable enough, now they've come for the weirdos analyzing frame times?
 

TintoConCasera

I bought a sex doll, but I keep it inflated 100% of the time and use it like a regular wife
And within those 3 generated frames, you have absolutely zero controls over. When your guy is moving left, he'll move left for another 3 more frames no matter what, and when you tell him to turn right he'll turn right for 4 set of frames and no changes in between. It's got nothing to do with the usual input latency, it's whole another can of worms DF chooses to ignore.
The moment you stop moving the game realizes that without having to wait for any frame to be generated.

The visuals of the game are just an output based on internal game data, they aren't the "source of truth". So no, the character won't keep moving for an extra 3 frames.

First they complain that every girl in gaming isn't fuckable enough, now they've come for the weirdos analyzing frame times?
Hoes before balds.
 
The moment you stop moving the game realizes that without having to wait for any frame to be generated.

The visuals of the game are just an output based on internal game data, they aren't the "source of truth". So no, the character won't keep moving for an extra 3 frames.


They generate frames based on your current frame, not your current input

The movement won't stop until all of the generated frames had been displayed.
 

TintoConCasera

I bought a sex doll, but I keep it inflated 100% of the time and use it like a regular wife
They generate frames based on your current frame, not your current input

The movement won't stop until all of the generated frames had been displayed.
Dude, no. If that were the case playing any game with that setting would feel like swimming on butter. Do you think that's what's going to happen?

I told you already. Game logic is what decides where the character is, not the generated frames. The very moment you stop moving, the game realizes, even if you do that during a fake frame.

I don't know how frame generation affects the calculation of delta time (which is used in game's physics and movement) but I would assume they have that stuff sorted out since the first iteration of frame generation with DLSS 3.
 

SF Kosmo

Al Jazeera Special Reporter
And within those 3 generated frames, you have absolutely zero controls over. When your guy is moving left, he'll move left for another 3 more frames no matter what, and when you tell him to turn right he'll turn right for 4 set of frames and no changes in between. It's got nothing to do with the usual input latency, it's whole another can of worms DF chooses to ignore.
That's not really how it works, the whole process runs behind, so it renders one frame, the next frame, and then generates the in-betweens, all before displaying any of them.

So yeah, latency. But Reflex helps to take latency away from elsewhere in the pipe to offset it, and Reflex 2 can apparently even manipulate frames in conjunction with FrameGen so they feel more responsive.
 
Dude, no. If that were the case playing any game with that setting would feel like swimming on butter. Do you think that's what's going to happen?

I told you already. Game logic is what decides where the character is, not the generated frames. The very moment you stop moving, the game realizes, even if you do that during a fake frame.

I don't know how frame generation affects the calculation of delta time (which is used in game's physics and movement) but I would assume they have that stuff sorted out since the first iteration of frame generation with DLSS 3.

A game that runs 15 fps will have 15 fps logic,

and a game that runs 60 fps with MFG will still have 15 fps logic.

It's as simple as that.
 
That's not really how it works, the whole process runs behind, so it renders one frame, the next frame, and then generates the in-betweens, all before displaying any of them.

So yeah, latency. But Reflex helps to take latency away from elsewhere in the pipe to offset it, and Reflex 2 can apparently even manipulate frames in conjunction with FrameGen so they feel more responsive.

I'm repeating myself, it's got NOTHING TO DO WITH THE INPUT LATENCY. No matter how fast your guy respond to your command, he'll still move the same direction for next 4 set of frames.
 
It really is crazy how the 5080's raw raster performance is basically the same (or even arguably worse) as 4080 Super if you turn the 4x frame gen multiplier down to 2x which 4080S is using. So all we are getting with RTX5000 is more fake frames with the same dogshit latency, got it.

Doesn't work like that, at best you'll get a 50% FPS increase in Cyberpunk by using Fgen with a 4000 series, it won't just double your framerate.
 
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TintoConCasera

I bought a sex doll, but I keep it inflated 100% of the time and use it like a regular wife
A game that runs 15 fps will have 15 fps logic,

and a game that runs 60 fps with MFG will still have 15 fps logic.

It's as simple as that.
Bro, delta time. The time between frames.

Character new position = Character old position + speed * delta time

delta time factors into speed. Delta time is going to be 4x times bigger when the frame rate is 15 than when the frame rate is 60 (real or fake). But, since it runs at 15fps the calculation will be done 4x times less than if it ran at 60fps.

End result for "Character new position" is the same either if the game runs at 60 or 15. That's why game's don't run at slow motion when the framerate goes below 60.

So, the frame rate has nothing to do with character movement nor input. Be it with FG or playing on an N64. Doesn't matter at all.
 

Buggy Loop

Gold Member
They generate frames based on your current frame, not your current input

The movement won't stop until all of the generated frames had been displayed.

Take the more simple DLSS 3 with 1 frame insertion

The pipeline is not a linear thing where a frame is generated and then another one without any talk

There's multiple RENDERED frames and while one frame is going at different stages of traditional rasterization from Z-buffer to post processing, the other one being rendered created the motion vector, as you the user changed input or characters are moving, creates motion, but this is the real rendered frames. So vectors between both. It's how everything temporal has been working for a decade now. The frame gen is between those two rendered images and uses motion vectors to insert as best as in can in a very narrow motion of pixels on screen and latency.

So it's not generating frames and forcing an input like you say, like press → for 3 frames and fuck the user, he's not in control anymore. No. It's filling between the game's native rendered frames.

That's why its more akin to motion fluidity.

Reflex 2 though does guess where you want to aim, and the tech is a lot more in-depth and researched than just adding fake inputs :messenger_tears_of_joy:
 

Gaiff

SBI’s Resident Gaslighter
It really is crazy how the 5080's raw raster performance is basically the same (or even arguably worse) as 4080 Super if you turn the 4x frame gen multiplier down to 2x which 4080S is using. So all we are getting with RTX5000 is more fake frames with the same dogshit latency, got it.

Do you seriously believe the 5080 will be worse than a 4080S? Basically equal to a 4080? Do you really believe what you just typed?
 

Bojji

Member
Do you seriously believe the 5080 will be worse than a 4080S? Basically equal to a 4080? Do you really believe what you just typed?

5080 has more teraflops than both 4080 and 4080S.

5070ti has the same number as 4070tiS.

5070 has less teraflops than 4070S.

Interesting stuff, I wonder how they will compare in standard raster games.
 
Bro, delta time. The time between frames.

Character new position = Character old position + speed * delta time

delta time factors into speed. Delta time is going to be 4x times bigger when the frame rate is 15 than when the frame rate is 60 (real or fake). But, since it runs at 15fps the calculation will be done 4x times less than if it ran at 60fps.

End result for "Character new position" is the same either if the game runs at 60 or 15. That's why game's don't run at slow motion when the framerate goes below 60.

So, the frame rate has nothing to do with character movement nor input. Be it with FG or playing on an N64. Doesn't matter at all.


Let's say you're running in a circle, in a 15fps game and you make complete circle in half second.

You'll get 8 inputs resulting 8 corresponding positions each circle,

and since you got 8 vertices, your trajectory will look more like octagon.

Now you add MFG to the mix and generate 4 x frames making it 60 fps.

Would you be seeing an octagon or something closer to a real circle?

The answer is that you'll still get the octagon, because your input is still 15 fps,

and there're no adjustment within those generated frames corresponding to your input.
 

SF Kosmo

Al Jazeera Special Reporter
A game that runs 15 fps will have 15 fps logic,

and a game that runs 60 fps with MFG will still have 15 fps logic.

It's as simple as that.
There are ways to intervene between frames in ways that respond to player input. VR games have had frame gen forever that responds to headset telemetry so it can generate frames according to the current position rather than just tweening like DLSS. This doesn't make the game logic update faster, of course, but it can make the game look and feel more responsive, perceptually.

Reflex 2 is supposedly doing something similar for non-VR games. It basically manipulates the rendered frame to correct for player input right before frame time.

Obviously there are limits to this sort of thing, you're helping the game to feel more responsive in terms of movement, but it's not going to help a fighting game, for example, nor will it save a game that is chugging along at 15-20fps. And it can create artifacts, like any frame generation.
 
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Schnauzer

Member
After watching the high-res patron videos, I have a few concerns.
1.) DLSS4 4x high-res (not YouTube) video made me motion sick. I didn't have the issues with 2x or the original.
2.) DLSS4 4x had a lot of artifacts and weird movement that seemed off. I did notice artifacts in 2x, 4x was just worse. I did not notice that weird movements in 2x.
3.) DLSS4 4x adds extra details. It looked good; however, wasn't the source material.
4.) Still causes extra latency.
 

SF Kosmo

Al Jazeera Special Reporter
You're still not getting it. Frame gen like Reflex 2 and ASW can consider player input and update in between fully rendered frames. While this doesn't necessarily change the internal game logic (which can also update or consider input between frames in many cases), it allows the visual output on screen to respond to changes in input between fully rendered frames.

What you are saying might be generally true for non-player movements and animations, I suppose, but players aren't going to be able to clock that in the same way they can input responsive movement. The frame rate would have to be beyond dismal for it to be perceptible.
 
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