WEBVTT

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frames win games we proved it NVIDIA

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advertises it and now we get to double how many we get for free NVIDIA says yes

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thanks to a brand new feature exclusive to 40 series gpus called dlss 3.0 like

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previous generations of dlss it improves your frame rate by trading off some

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image quality unlike old school dlss however dlss 3.0 works not by lowering

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the resolution but instead by pretending it's running faster than it really is

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sounds like BS but I promise you it's

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not what does it actually do should you turn it on and can we even tell the

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difference I'll tell you right after I tell you about our sponsor Boost Mobile

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dlss 3.0 or more accurately deep

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learning frame generation which I'll call it from now on is NVIDIA's answer

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to low frame rates only officially available for NVIDIA's RTX 40 series

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gpus for now it mandates the use of NVIDIA's reflex low latency Tech and

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using an optical flow model on the GPU's tensor cores inserts fake frames in

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between the real ones that your GPU is actually rendering literally doubling

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your frame rate even without upscaling that's right it can be enabled without

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dlss which is why I won't be calling it that this obviously makes gameplay look

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a lot smoother but you might be thinking back to the battle days of the 2010s

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when TVs would advertise 120 hertz and

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240 hertz when all they really did was

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hold back multiple frames to blend them

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more or less by brute force that resulted in an often broken looking

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effects that added substantial input lag and was only really good for keeping

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track of where the puck is so you don't miss a sports ball hole in one what

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makes dlfg different is that it's making an educated guess at what the next frame

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should look like in near real time based on the previous frame and some motion

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vectors provided by the game engine which should look a lot better and be

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more responsive unfortunately dlfg isn't

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available in very many games right now so I'm going to pick two to closely

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examine starting with Marvel's Spider-Man remastered this game looks

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shockingly good with dlfg and able to give us double the frame rate though

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there are some things to take note of first off there's a sort of forward

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ghosting that happens from time to time as dlfg does its thing sort of the same

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way dlss 2.0 is ghosting happened you don't see it often but you can see it

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clearly here when Spider-Man jumps out of his apartment Window as a kind of

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Halo thanks to the game engine's insistence that he's moving but the way

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the camera moves counteracts the motion Vector data from the game engine in

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gameplay this manifests is a kind of Shimmer on the walk and wall crawling

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animations looking almost like a lighting error and when scenes change

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dramatically from shot to shot you'll find yourself staring at a frame made

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entirely of visual artifacts something common to all games compatible with

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frame generation right now and NVIDIA says it's a bug somewhere in the chain

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and the flag should be getting set that disables frame generation during such

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transitions it'll be fixed soon the more severe but paradoxically even less

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noticeable artifact is the breakup of sharp shapes when in front of or behind

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character models as digital Foundry pointed out the rooftop running part of

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the intro shows this off pretty well and same deal with the Running Animation

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when running up certain buildings my feelings are more or less the same as

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theirs unless you really know what you're looking for you might not even

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notice these artifacts especially since they look a bit like the kind of

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artifacts you'd get from motion blur or streaming video that you've

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subconsciously learned to ignore by now but anyway we'll see if our own Gamers

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can notice them later on in the video and honestly I would be surprised if they could this

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game has far more distracting visual anomalies that are unrelated to dlfg

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like the way its ambient occlusion crawls along certain scenes and how it

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renders even nearby background objects at a lower blurred resolution regardless

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of your depth of field settings all of which is to say that despite the pixel

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peeping we're doing here dlfg doesn't seriously harm image quality and those

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artifacts are gone in the next frame anyway they're only on screen for

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anywhere from 16.7 milliseconds to 8.3

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and even smaller as the frame rate climbs of course in order for frame

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generation to do its thing it really needs a certain frame rate to be usable

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NVIDIA recommended 40 to 60 is the

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Baseline when I ask them about it in terms of graphical artifacts while

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they're still minor they definitely got a lot more pronounced when I locked the

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frame rate to 60 instead of 120 and when I dropped it down even further to 30 you

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can start to see how much guesswork dlfg has to do as there's more changes

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between the frames like check out Spider-Man's mask in the this scene I

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had to see how deep that rabbit hole goes so I dropped it down once again to

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15 frames per second and that exposed even more weirdness check out how it

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handles the intro video here it looks like the GPU is failing like it's really

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weird the game clearly was never meant to run at this frame rate though there

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are some fascinating things that happen to the laptop display here and to Peter

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himself when he's flailing around and when he finally jumps out of the window

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it looks almost like 2 000 Sarah YouTube but higher resolution he even mostly

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disappears behind the railing and the railing doesn't fare much better the

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other game I tested for image quality is f122 and when it looks good it looks

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really good but when it looks bad it looks really bad right off the bat the

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thing you'll notice most is the thing that's front and center the driver name

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tags it's not such a huge deal at 120

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hertz but they Shimmer and shake at 60 FPS and things get worse from there I'm

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not sure why such small motions relatively speaking are causing eui to

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corrupt like this when it wasn't nearly as noticeable in Spider-Man even with

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fast motion but there it is another curious thing you'll notice is at the

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bottom of the screen even at 120 hertz you'll see Phantom pieces of the minimap

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flash on screen from time to time and if you look really closely you can make out

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what looks like an F1 car's tires with Optical camouflage applied to them when

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we crank the frame rate down you can see this way more readily it looks like

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NVIDIA trained the data set exclusively using the hood camera and possibly even

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on a single track while we're down in low FPS territory you can also see some

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more examples of ghosting and overshoot on the car's tires and sometimes even

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the front Wings start to overshoot ahead of the car it's really too bad because

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at high frame rates most of these issues are easily ignored and f122 itself would

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be an ideal candidate for gamers looking to crank the visuals on weaker Hardware

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because it relies more on anticipation than twitch aiming and it is often

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played with a controller after all it's far more tolerant of input lag than say

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a competitive shooter the same could be said of most simulators even PC Building

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simulator check out our Floatplane Exclusive by the way for the uncut Jake

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Vs Linus Shenanigans and what about input lag

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we were never going to get 120 hertz level input latency with 60 real frames

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and 60 fake frames at least in theory we should see roughly the same input

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latency as the original frame rate right due to the shortage of games available

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to test with and with Labs tied up with pre-testing for the upcoming rdna 3

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release we've only got input latency results for cyberpunk but we can already

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see an interesting pattern here the complete dlss 3.0 package provided input

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latency somewhere between dlss 2.0 and Native 4k on both our high-end and low

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end CPU benches which is expected due to the extra processing frame generation

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requires NVIDIA cited about an extra three milliseconds though in our case we

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measured more like four and a half or even as high as 13 on the core I3 that's

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almost a frame at 60 FPS for that one perhaps this is a driver optimization

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thing but it seems like even though it can boost frame rates and CPU bound

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scenarios it can only help responsiveness so much still it is lower

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than running at 4K native and if you're not quite a CPU bound you aren't likely

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to perceive the difference at all that brings up a good question we've looked

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at all of this under a microscope so far but how does it actually feel to play

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with does it make things significantly worse do people even notice when it's on

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and which do they prefer to find out we

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set up three identical test benches connected to three identical monitors

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each displaying a different configuration one rendering natively one

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using dlss set to Quality and one using dlss 3.0 with frame Generation all other

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settings were identical for guinea pigs we selected five subjects of varying

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familiarity with Graphics technology and asked them to play the games and rank

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each setup in order of visual Fidelity and responsiveness first up Marvel

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Spider-Man Captain 120 frames per second note that this means that dlss 3.0 was

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running at 60fps and doubling the frames using AI let's see what the normies

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think see I notice in this one here in the reflections there's like a bit more

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flickering okay this this one seems a little slower

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I think I do like this one this is like

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fast it's like someone hit the turbo button on the computer I'm gonna say

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that this middle one looks the best so the normies seemed to not be able to

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tell the difference but what about cultured and Discerning gamers

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I don't know they seem so similar now I'm not sure what I think

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it's funny how they have the same guy like in every single scene it's like the

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same face I'm looking at yeah I feel like that's the smoothest you can kind

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of see a little bit of Shimmer but I think that's just a setting things not necessarily

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um it's fun I would choose to play on this one and I don't know why and

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naturally we have to bring in someone who is relatively knowledgeable about displays and Graphics yeah I'm kind of

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the display guy I guess I do all the reviews for displays I own a display I

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got it crazy right

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no they're all really similar the UI

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elements they get garbled with DLS S3 I

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don't know man it kind of the same thing one two three and here are our results

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for visual Fidelity native rendering appears nearly indistinguishable from

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dlss's Ai upscaling and only when frame

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generation gets involved does quality seem to suffer though most subjects

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found it difficult to detect any difference as for responsiveness while

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we know that frame generation measurably hurts latency many of our subjects

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actually felt it was more responsive than dlss 2.0 which it literally is not

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so what you might be asking I'm playing a game at 120 FPS natively why would I

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bother using dlss that's a fair question how does the technology fare at 60 FPS

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we took our same subjects and ran the test again swapping the configurations

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for each monitor to try to account for any unknown bias preferring a specific

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monitor I don't know

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I don't know dude I feel like the middle one is the worst

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whatever I said yesterday I don't know if I was just kind of making it up in my

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head okay at this point I cannot tell the difference I noticed a weird

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artifact and like it kind of like it's hesitating it looks like it's hesitating

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right now um when I move the graphic scope potato

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the text isn't so bad but the marker itself gets garbled when I flick it

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around a little bit I'm I'm still liking this left one a lot at 60 hertz we see

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dlss 3.0 really start to suffer in both visual quality and latency most subjects

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quickly selected the frame generated rig is the worst at everything we did the

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same 60 FPS test in a plugtail Requiem and found similar results with nobody

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preferring the generated frames but what if we just uncap the frame rate and

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really let those systems fly into the triple digits well we did just that and

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interestingly we see frame generation take the lead in latency our guess is

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that many subjects interpreted the added smoothness of the generated frames as

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feeling more responsive at high frame rates dlss 3.0 does a great job of

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adding frames without introducing unplayable latency or immersion breaking

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artifacts at the lower frame rates well things are more of a compromise but

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here's something to note the only card available with dlss 3.0 is a 4090 and if

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there's any card that really doesn't need frame gen is that thing the real

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benefit of frame generation will be providing budget Gamers the ability to

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crank the settings and get frame rates that they typically would not be able to

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achieve so it was one last test we played a game of would you rather would

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you rather play your game without frame generation at 30 frames per second or at

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60 frames per second with frame generation probably want whatever you

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dlss thing you just put on okay this one automatically oh definitely the first

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option easily previous setting I think this is better yeah I really can't tell

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a huge difference I think I prefer this

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one I want smoother I prefer the first

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one oh this one hands down I'll take smoothness and artifacts every day if

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you went into this thinking dlfg was a dud or if you still do think that I

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wouldn't write it off so quickly think about what dlfg is doing say you're

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limited to 38 PS for whatever reason you can either have an experience that's

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full of what looks like stuttering or you can reduce visual Fidelity in a far

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more noticeable Way by reducing settings of resolution or you can turn on dlfg

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and look at a smooth 60fps with some very minor visual artifacts that might

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be masked by motion blur anyway your input latency is going to be similar to

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30fps but because you have smoother looking gameplay you'll be able to

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adjust your aim and track objects far more easily it won't save you in a

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competitive shooter of course but it'll turn single player games into a more

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enjoyable experience as two clicks Philip put it in a recent video we

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didn't really Embrace resolution scaling with dlss early on either but it's now

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ubiquitous and well accepted among Gamers I mean it's either that or you

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run at a lower resolution and let your monitor scale it the stupid way right

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dlfg is still in its infancy with bugs that are actively being hunted down and

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squashed and before you conclude that you'd never use it because you don't

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want any input lag at all two clicks Phillips video had another interesting

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angle that has me very excited for the future use

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Ella for VR to Dean put from the real frame rate making

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games playable even sub-60 it's a separate concept from dlfg but the demo

00:14:32.579 --> 00:14:39.060
built by comrade Stinger showcases the intended effect very well here we have

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30fps rendering but by enabling reprojection or async Time Warp power

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movements especially Mouse movements are smooth and responsive you can see in

00:14:47.160 --> 00:14:53.100
this mode that it works by basically projecting the scene in a kind of a

00:14:50.820 --> 00:14:56.399
virtual display that moves back to the center of the screen as each frame is

00:14:54.600 --> 00:15:00.240
updated we'll have this link below so you can try it for yourself since the

00:14:57.779 --> 00:15:04.320
video really won't do it justice on its own two clicks Phillips idea of

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combining this with full gated rendering to render a low resolution extension of

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the screen means that you'd practically never notice it and combined with frame

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generation to smooth everything out you've got a recipe for comparatively

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very low Hardware requirements along with very high responsiveness and frame

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rates this would be a holy grail of

00:15:22.740 --> 00:15:28.019
sorts there are many games that could benefit from this setup but none that I

00:15:26.399 --> 00:15:33.180
can think of would be a better fit than digital combat simulator DCS requires a

00:15:30.959 --> 00:15:36.600
beefy system to run and while you can get away with a not so beefy control

00:15:34.740 --> 00:15:40.440
setup one thing that you really need while flying is to keep an eye on your

00:15:38.699 --> 00:15:45.420
target whatever that may be so you've got to be able to whip your view around

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a lot and low frame rates make that job

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so much more difficult to do while just tracking small fast moving objects and

00:15:51.420 --> 00:15:57.300
if you lose track of your Target in DCS you can go from Hunter to hunted in an

00:15:55.860 --> 00:16:03.180
instant no matter what you're flying in a hypothetical future where Eagle Dynamics and developers like them

00:16:00.600 --> 00:16:07.079
Embrace Technologies like dlfg and async Time Warp the price of admission becomes

00:16:05.100 --> 00:16:11.279
substantially lower and they'll require less power to run too it may be a

00:16:09.300 --> 00:16:15.480
situational feature for today but if it means that more Gamers can have better

00:16:13.380 --> 00:16:19.560
experiences and even experiences that they wouldn't be able to have at all

00:16:17.399 --> 00:16:23.399
otherwise I'm keeping my hopes up for a tomorrow where our AI overlords

00:16:21.300 --> 00:16:28.920
regularly serve us those delicious imitation frames and we're I talk about

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thanks for watching guys maybe go check out the video where we tested to see if

00:17:28.319 --> 00:17:34.200
we could tell when dlss 2.0 is on or not these kinds of analysis videos they tend

00:17:32.760 --> 00:17:38.039
to miss out on the experience of actually using the feature and a lot of

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new ones can be lost just looking at the flaws instead of looking at the hole you

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know
