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Nvidia won, we all lost

(blog.sebin-nyshkim.net)
977 points todsacerdoti | 2 comments | | HN request time: 0.682s | source
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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 #
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 #
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 #
1. 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 #
2. sixothree ◴[] No.44494281[source]
I see.