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To be fair, the game does look visually stunning as is.
From what I understand, DLSS was originally a pain because this was true, but DLSS 2.0 is a significant overhaul of how the system works at a basic level. Aside from the graphical improvements, this was also said to mean that developers no longer needed to submit data to Nvidia to create AI templates for it. For example, DLSS is not baked into Unreal Engine 4.0 – though like anything else, you still have to learn how to do it effectively. I assume Nvidia are fairly open to helping with implementation as it serves their efforts to keep market share.
Ray tracing would be nice, but DLSS is kind of a prerequisite with current hardware – or maybe I'm just a 4k ♥♥♥♥♥ with my 2080 Super struggling to keep up!
DLSS 1.0 required that the AI be fed with loads of frames from the game to learn and draw from and attempt to paint similar scenes from a database for that game to work, which is why it wasn't particularly great.
To my understanding, DLSS 2.0 uses an algorithm to best-guess how an image should be upscaled, so it applies a broad-stroke approach to multiple games rather than a bespoke solution for that game alone. It still requires NVIDIAs initial input and that setup of feeding some images in though to work.
And you're telling me about the 2080 struggling to keep up at 4k. I have a 3080 and it can't keep anywhere near 60fps near interiors, let alone planets. I'm chalking it up to optimization work being needed though before falling back on DLSS.
Oh yeah, I'm just talking in relation to ray tracing. Basic game optimisation should always come first.
Thanks for the extra detail on DLSS 2.