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Nvidia won, we all lost

(blog.sebin-nyshkim.net)
977 points todsacerdoti | 6 comments | | HN request time: 0.017s | source | bottom
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jekwoooooe ◴[] No.44468810[source]
This guy makes some good points but he clearly has a bone to pick. Calling dlss snake oil was where I stopped reading
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Retr0id ◴[] No.44468949[source]
Yeah, computer graphics has always been "software trickery" all the way down. There are valid points to be made about DLSS being marketed in misleading ways, but I don't think it being "software trickery" is a problem at all.
replies(1): >>44469080 #
1. ThatPlayer ◴[] No.44469080[source]
Exactly. Running games at a lower resolution isn't new. I remember changing the size of the viewport in the original DOOM 1993 to get it to run faster. Making a lower resolution look better without having to run at a higher resolution is the exact same problem anti-aliasing has been tackling forever. DLSS is just another form of AA that is now so advanced, you can go from an even lower resolution and still look good.

So even when I'm running a game at native resolution, I still want anti-aliasing, and DLSS is a great choice then.

replies(2): >>44469616 #>>44470022 #
2. imiric ◴[] No.44469616[source]
It's one thing to rely on a technique like AA to improve visual quality with negligible drawbacks. DLSS is entirely different though, since upscaling introduces all kinds of graphical issues, and frame generation[1] even more so, while adding considerable input latency. NVIDIA will claim that this is offset by its Reflex feature, but that has its own set of issues.

So, sure, we can say that all of this is ultimately software trickery, but when the trickery is dialed up to 11 and the marketing revolves entirely on it, while the raw performance is only slightly improved over previous generations, it's a clear sign that consumers are being duped.

[1]: I'm also opposed to frame generation from a philosophical standpoint. I want my experience to be as close as possible to what the game creator intended. That is, I want every frame to be generated by the game engine; every object to look as it should within the world, and so on. I don't want my graphics card to create an experience that approximates what the creator intended.

This is akin to reading a book on an e-reader that replaces every other word with one chosen by an algorithm. I want none of that.

replies(1): >>44470171 #
3. sixothree ◴[] No.44470022[source]
But we're not talking about resolution here. We're talking about interpolation of entire frames, multiple frames.
replies(1): >>44470032 #
4. ThatPlayer ◴[] No.44470032[source]
I don't think we are? Article talks about DLSS on RTX 20 series cards, which do not support DLSS frame-gen:

> What always rubbed me the wrong way about how DLSS was marketed is that it wasn’t only for the less powerful GPUs in NVIDIA’s line-up. No, it was marketed for the top of the line $1,000+ RTX 20 series flagship models to achieve the graphical fidelity with all the bells and whistles.

replies(1): >>44494281 #
5. ThatPlayer ◴[] No.44470171[source]
I don't disagree about frame-gen, but upscaling and its artifacts are not new nor unique to DLSS. Even later PS3 games upscaled from 720p to 1080p.
6. sixothree ◴[] No.44494281{3}[source]
I see.