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One thing is that the motion vectors for DLSS dont seem right, lot of ghosting and weird artifacts that dont show in TAA, DLSS tends to have less stability but its driven from the same motion vectors so no idea where extra ghosting would come from.
But the real problem is the very low performance bump from resolution change, i get like 10% more frames at ultra performance, yet it means 10x smaller resolution, i should at lest quadruple my frames and boost it by 400% or more.
And i did test it changing resolution overall with no DLSS
4k native, i got 55 fps
at 1660p, i got 48 fps
At 1080, i got 57 fps
at 720p i got ... 65fps
To make it worse my game refused to be set to 4k again.
There is something wrong here, there is no way that going from 4k to 720p should only boost my fps by 20%.
Something is broken, and i dont think its DLSS, there is some bottleneck that isnt related to resolution.
Take Witcher 3 GOTY edition as an example. It has old implementation of DLSS, yet NVIDIA Control Panel correctly identifies DLSS Override options as available, which allowed me to force DLAA at native resolution using the latest DLSS & Transformer models and it looks *superb*.
Bummed I can't do the same thing here. Fingers crossed devs see this and have a simple solution or even just an explanation for us.