1
00:00:00,000 --> 00:00:06,480
AI upscaling is all the rage the most widely used being NVIDIA's deep learning

2
00:00:04,380 --> 00:00:11,639
super sampling I mean if you can keep good visuals with better performance why

3
00:00:09,360 --> 00:00:17,039
wouldn't you there's just one problem with dlss every game's implementation is

4
00:00:14,880 --> 00:00:22,020
different and they almost never get updated with the newest goodies later on

5
00:00:19,020 --> 00:00:25,080
if only there was some way to take the

6
00:00:22,020 --> 00:00:28,859
latest dlss and drop it into an older

7
00:00:25,080 --> 00:00:30,660
game oh wait there is and we're going to

8
00:00:28,859 --> 00:00:36,180
go over how to do it and what you can expect out of it like you can expect

9
00:00:32,840 --> 00:00:38,100
dang it earn out I got mad and hurt

10
00:00:36,180 --> 00:00:41,879
myself thanks to linode for sponsoring this video the note is a powerful

11
00:00:39,899 --> 00:00:45,719
affordable easy to use Linux based cloud computing service that is one click apps

12
00:00:43,739 --> 00:00:51,800
for games like Minecraft and valheim sign up today at linode.com Linus to get

13
00:00:48,360 --> 00:00:51,800
a free 100.60 day credit

14
00:00:58,100 --> 00:01:03,480
the concept is simple a game comes with

15
00:01:01,260 --> 00:01:06,720
a single file that determines its dlss version

16
00:01:04,320 --> 00:01:11,340
funny thing about files though you can replace them Tech PowerUp has a database

17
00:01:09,119 --> 00:01:15,360
of all the dlss revisions to date and programmer Brad Moore created a handy

18
00:01:13,260 --> 00:01:19,080
tool called dlss swapper that makes it dead simple to try different versions on

19
00:01:17,580 --> 00:01:25,259
your favorite games the question then becomes

20
00:01:22,320 --> 00:01:29,580
how far can we push it we start off by installing dlss swapper

21
00:01:27,479 --> 00:01:33,119
this would be straightforward but as a non-Windows store Universal app we need

22
00:01:31,680 --> 00:01:38,460
to import and Trust Brad Moore's certificate before Windows will let us install it so this is one reason why uwp

23
00:01:36,960 --> 00:01:42,600
apps aren't very well liked by the way but it's easy enough assuming we trust

24
00:01:40,439 --> 00:01:45,960
Brad here he's outlined all the steps you need to import it so follow the

25
00:01:44,340 --> 00:01:49,680
instructions and when you're done double click on the app to install it now we

26
00:01:48,119 --> 00:01:54,780
need to download the dlss files from Tech PowerUp directly which

27
00:01:51,840 --> 00:01:58,320
oh I'm sorry tech power up I really am for people playing along at home please

28
00:01:56,820 --> 00:02:02,100
try to spread out your downloads across multiple servers if you can and I'd

29
00:02:00,479 --> 00:02:05,759
suggest only getting the latest and oldest versions of each major revision

30
00:02:03,840 --> 00:02:09,239
to start off with you can always come back and grab others later once they're

31
00:02:07,740 --> 00:02:13,319
downloaded go ahead and click extract then optionally delete the downloaded

32
00:02:11,280 --> 00:02:16,680
files once that's done the software is pretty early though so there's no

33
00:02:14,640 --> 00:02:19,500
feedback when it's done extracting but if you want to be sure that they're

34
00:02:17,760 --> 00:02:23,459
there you can find the files inside your documents folder with that done we can

35
00:02:21,480 --> 00:02:28,200
finally do the swap well you can do this manually for any game with dlss dlss

36
00:02:26,280 --> 00:02:33,300
swapper only supports Steam games right now unfortunately there's also no filter

37
00:02:30,540 --> 00:02:36,840
for non-dlss games yet but you can tell when a game does support dlss by the

38
00:02:35,520 --> 00:02:40,620
version number on the bottom right corner this is the dlss revision that

39
00:02:39,060 --> 00:02:45,780
it's currently using and if you've never swapped the dlls before is the version

40
00:02:42,660 --> 00:02:48,000
that the game shipped with dlss 1.0 the

41
00:02:45,780 --> 00:02:52,800
first release rendered at a fixed 50 native resolution and it had no temporal

42
00:02:50,459 --> 00:02:57,480
component either so every frame got treated in a vacuum leading to

43
00:02:55,019 --> 00:03:01,620
shimmering artifacts and other errors that were often distracting and

44
00:02:58,920 --> 00:03:04,140
unpleasant 1.1 improved things slightly with a sharpening filter although

45
00:03:02,940 --> 00:03:08,400
there's not a whole lot more information about it and it wasn't around for long

46
00:03:06,239 --> 00:03:12,480
before 2.0 came out anyway that version removed the need for each game to be

47
00:03:10,080 --> 00:03:16,860
trained individually by NVIDIA and added the temporal element that makes steel SS

48
00:03:14,519 --> 00:03:20,700
so impressive to look at Now 2.0's debut game was control which notably shipped

49
00:03:18,720 --> 00:03:24,480
with version 1. that gave us the first side by side look at the two upscaling

50
00:03:22,680 --> 00:03:29,099
revisions and highlighted how important that motion Vector data was for

51
00:03:26,519 --> 00:03:32,580
improving image quality dmss 2.0 also added different scaling factors in its

52
00:03:30,840 --> 00:03:36,900
quality balanced and performance presets and dlss 2.1 added the ultra performance

53
00:03:35,519 --> 00:03:41,280
mode which renders at a third of the Native resolution not a lot is known

54
00:03:38,879 --> 00:03:44,640
about what 2.2 does yet but early reports indicate that tweaks have been

55
00:03:43,140 --> 00:03:49,080
made to reduce some of the or start effects we can see here that Doom

56
00:03:46,860 --> 00:03:55,140
Eternal Metro Exodus and War Thunder are all on dlss 2.1 while F1 2021 runs 2.2

57
00:03:53,159 --> 00:03:58,500
and of course shadow of the Tomb Raider runs 1.0

58
00:03:56,640 --> 00:04:02,220
clicking on a game will give you a list of all the dlss versions that you've

59
00:04:00,239 --> 00:04:06,180
downloaded and swapping is as simple as choosing one and clicking update as you

60
00:04:04,260 --> 00:04:10,439
might expect sticking to the same major revision of dlss is probably going to be

61
00:04:08,459 --> 00:04:13,680
the most stable option but if you want to be bolder you can easily reset it

62
00:04:12,480 --> 00:04:17,340
back to stock as long as you don't manually delete anything just like you

63
00:04:15,659 --> 00:04:21,959
could reset your water bottle to stock after getting our new spout lid but why

64
00:04:19,560 --> 00:04:25,800
would you ltdstewer.com half off if you already own one or buy it with a new

65
00:04:23,340 --> 00:04:29,880
bottle in testing I've found that as a general rule version 2.1 and 2.2 are

66
00:04:28,080 --> 00:04:33,900
often interchangeable but some games have a floor that's usually a few

67
00:04:32,040 --> 00:04:37,500
versions below what they ship with this makes sense because they'd probably have

68
00:04:36,180 --> 00:04:43,620
been initially developed with that version before shipping with an updated release I did run into one game in

69
00:04:41,820 --> 00:04:48,419
particular that didn't like any changes and that's War Thunder

70
00:04:45,300 --> 00:04:49,860
swapping the dll disables dlss entirely

71
00:04:48,419 --> 00:04:53,880
which may be a function of the anti-cheat software that Gaijin is using

72
00:04:51,600 --> 00:04:57,840
if that's true then be aware that other games with anti-cheat may or may not

73
00:04:55,620 --> 00:05:03,720
take kindly to tinkering with these core files either Doom Eternal which only

74
00:05:00,780 --> 00:05:09,660
recently got dlss and RTX support comes stock with 2.1.66 but runs fine with the

75
00:05:06,840 --> 00:05:14,840
latest revision down to as low as 2.1.55 in terms of visual Fidelity at 1080p

76
00:05:12,419 --> 00:05:19,320
Ultra performance the latest dll shows significantly less shimmering on this

77
00:05:16,979 --> 00:05:23,160
floor grading over stock which seems to corroborate the findings digital Foundry

78
00:05:20,820 --> 00:05:26,520
made in their dlss 2.0 First Look it's not likely that you'll be using Ultra

79
00:05:24,960 --> 00:05:32,699
performance at any resolution lower than 8K but this shows how far along dlss has

80
00:05:29,639 --> 00:05:35,759
come since its first outings F1 2021

81
00:05:32,699 --> 00:05:37,139
comes stock with version 2.2.9 which is

82
00:05:35,759 --> 00:05:41,340
pretty close to the latest revision available but still upgrading has a

83
00:05:39,600 --> 00:05:44,580
subtle effect on the amount of ghosting present on thin objects like the Pito

84
00:05:42,840 --> 00:05:49,080
tube at the front of the car this helps reduce often acting High motion Trails

85
00:05:46,740 --> 00:05:52,740
but in some scenes the car's wheels will still also ghost pretty badly and

86
00:05:51,360 --> 00:05:57,180
there's unfortunately not a whole lot that the update can do for that the

87
00:05:54,600 --> 00:06:02,340
reason for this is as best I can tell while the car is more or less stationary

88
00:06:00,000 --> 00:06:06,180
in the frame here the motion vectors for it are moving with it at high speed

89
00:06:04,080 --> 00:06:09,539
along the racetrack feeding irrelevant motion data to the algorithm this is

90
00:06:08,100 --> 00:06:13,500
visible to some extent around the potato tube at high speeds as well where it

91
00:06:11,639 --> 00:06:17,820
gets softer thanks to that ghosting even when you're not turning so does that

92
00:06:16,259 --> 00:06:23,639
mean that upgrading to a newer version is always going to look better maybe not

93
00:06:21,060 --> 00:06:26,880
in Metro Exodus we can again see ghosting thanks to that motion Vector of

94
00:06:25,620 --> 00:06:31,979
the train moving along the tracks interestingly it's worse with the stock

95
00:06:29,520 --> 00:06:36,539
and latest revisions of dlss while the older 2.1 revision seems to suffer less

96
00:06:34,259 --> 00:06:40,139
from it not only that but want the latest version provides better Clarity

97
00:06:37,919 --> 00:06:44,520
in the chain links in most cases the older version surprisingly often looks

98
00:06:42,419 --> 00:06:48,479
closer to Native rendering and I struggle to explain why perhaps the

99
00:06:46,800 --> 00:06:53,400
older version made less aggressive use of motion vectors than later 2.1 and 2.2

100
00:06:51,180 --> 00:06:56,819
releases this doesn't really line up with digital foundry's findings with a

101
00:06:54,960 --> 00:07:00,600
bright gun sight in the dark sewers so contrast and perhaps even color

102
00:06:58,800 --> 00:07:07,319
detection may make up the bulk of the tweaks since 2.1 but what about dlss 1.0

103
00:07:04,319 --> 00:07:09,240
well you obviously cannot use a

104
00:07:07,319 --> 00:07:12,900
different major revision here the game just doesn't launch in every game we

105
00:07:10,800 --> 00:07:15,720
tested however there were a few different revisions for each of the

106
00:07:14,220 --> 00:07:20,819
early titles that came out like Final Fantasy XV the debut title that shipped

107
00:07:18,180 --> 00:07:25,440
with revision 0.9 fascinatingly if we upgrade that to the final 1.0 variant

108
00:07:23,639 --> 00:07:29,039
released for shadow of the Tomb Raider which is I think Point 17 were treated

109
00:07:27,539 --> 00:07:33,539
to a slight image quality improvement it's pretty minor but the studs in

110
00:07:31,020 --> 00:07:37,319
Cindy's had here have a kind of smear to them with the stock dlss while the

111
00:07:35,580 --> 00:07:41,099
updated version shows them more correctly as round there's also a bit

112
00:07:39,419 --> 00:07:45,180
more contrast around her shoulder pocket and a bit more clarity to her jacket's

113
00:07:42,780 --> 00:07:48,120
patch you can much more clearly make out the Royal Capital lettering on the

114
00:07:46,740 --> 00:07:52,080
license plate too there's a lot of admittedly subtle

115
00:07:49,979 --> 00:07:56,280
differences and the Very earliest release shows even rougher upscaling so

116
00:07:54,060 --> 00:08:00,180
it's just a fascinating look to see how little changes to either the algorithm

117
00:07:58,620 --> 00:08:05,280
or the data set have improved things over time because remember these old

118
00:08:02,699 --> 00:08:12,599
revisions they were trained by NVIDIA on a game by game basis now you might be

119
00:08:09,060 --> 00:08:14,580
wondering if this easy to upgrade dlss

120
00:08:12,599 --> 00:08:19,139
why did Brad have to program anything well it seems to be that NVIDIA might

121
00:08:16,800 --> 00:08:23,580
want to look at opening up a little bit these off-label upgrades for dlss are

122
00:08:21,660 --> 00:08:27,720
fascinating and potentially can improve your gaming experience AMD's Fidelity FX

123
00:08:25,979 --> 00:08:31,620
super resolution may not be an AI upscaler but it's been Making Waves

124
00:08:29,580 --> 00:08:36,180
among enthusiasts and big projects alike thanks to its open architecture not only

125
00:08:33,539 --> 00:08:41,760
that but Intel's also open AI upscaler xcss hopes to compete with dlss's Walled

126
00:08:38,880 --> 00:08:46,860
Garden directly whenever we finally get a taste of Team blue gpus that's a while

127
00:08:44,219 --> 00:08:51,000
off yet but get subscribed because it'll be one of the biggest events in PC

128
00:08:48,480 --> 00:08:54,300
gaming Hardware in a long long time and you're not going to want to miss that I

129
00:08:52,980 --> 00:08:58,380
have to wonder where it all goes from here though we've got the scaling itself

130
00:08:56,580 --> 00:09:03,480
we've got the temporal element with multi-frame data we've got motion

131
00:09:00,480 --> 00:09:06,420
vectors to inform future frames what's

132
00:09:03,480 --> 00:09:11,160
next will the scalar take data about the viewport scene geometry

133
00:09:08,760 --> 00:09:15,660
I mean from there the question becomes how long before AI upscaling in effect

134
00:09:13,680 --> 00:09:20,519
is doing the bulk of the rendering work with so little input from traditional

135
00:09:17,940 --> 00:09:24,660
rendering that it's basically obsolete those are questions we can't answer

136
00:09:22,260 --> 00:09:28,980
today we also can't answer how swapping dlss might affect your favorite game

137
00:09:26,399 --> 00:09:32,220
there's just far too much to dive into for one video

138
00:09:30,180 --> 00:09:36,120
so put on your scientist goggles and maybe do a little bit of testing of your

139
00:09:33,540 --> 00:09:39,899
own it's super simple to do this video is brought to you by manscaped manscaped

140
00:09:37,920 --> 00:09:44,459
provides an all-in-one grooming kit that has you covered from head to toe their

141
00:09:42,420 --> 00:09:48,600
performance package 4.0 features their awesome lawnmower 4.0 waterproof body

142
00:09:46,620 --> 00:09:52,800
trimmer their weed whacker ear and nose hair trimmer plus a whole lot of other

143
00:09:50,760 --> 00:09:57,720
goodies and for a limited time you get all of this plus two free gifts the shed

144
00:09:55,500 --> 00:10:02,399
travel bag and a pair of manscapes anti-chafing boxer briefs so visit

145
00:09:59,760 --> 00:10:07,140
manscapes.com Tech or click the link down below to get 20 off and free

146
00:10:04,860 --> 00:10:13,320
shipping thanks for watching guys a small portion of this video's a-roll was

147
00:10:09,000 --> 00:10:15,180
legit AI upscaled to 4K from 560p did

148
00:10:13,320 --> 00:10:19,260
you notice if you're feeling confident take a look at our recent video on

149
00:10:16,980 --> 00:10:22,700
whether we could tell if dlss was on or off it was fun
