Half-Life: Alyx

Half-Life: Alyx

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Can we haz DLSS 2.0?
Nuf said.
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Showing 1-15 of 24 comments
The deep Apr 11, 2020 @ 5:58pm 
No.
Ross Apr 11, 2020 @ 6:52pm 
Source 2 doesn't has DLSS support.
SilentBoy741 Apr 11, 2020 @ 7:15pm 
A game that requires VR and a 2080 upgrade? Oh the rage, THE RAGE!!!
Ross Apr 11, 2020 @ 7:16pm 
Originally posted by SilentBoy741:
A game that requires VR and a 2080 upgrade? Oh the rage, THE RAGE!!!
The 2060 isn't that expensive though, and supports DLSS
funkyboymonkeyboy Apr 11, 2020 @ 7:18pm 
Lighting in Alyx is pre-rendered. I don't think DLSS would help..
Ross Apr 11, 2020 @ 7:22pm 
Originally posted by funkyboymonkeyboy:
Lighting in Alyx is pre-rendered. I don't think DLSS would help..
DLSS has nothing to do with lighting, you're thinking of ray tracing. DLSS upscales the game from a lower resolution with AI to keep all the detail while improving performance.
Last edited by Ross; Apr 11, 2020 @ 7:23pm
janks Apr 11, 2020 @ 9:12pm 
I’d rather see VRSS.
Nyuu Apr 12, 2020 @ 2:01am 
in a VR game? doubt it
Tusk Apr 12, 2020 @ 2:05am 
Originally posted by ok:
no need, it have dynamic super sampling
DLSS is waaaaay better than any other SS I've seen. Check out Digital Foundry Control DLSS 2.0 video. The only way he could tell 4k native and DLSS 4k apart was by the framerate while testing, and you gain 70%+ performance in a game. For VR that would be crazy beneficial.

https://www.youtube.com/watch?v=YWIKzRhYZm4
Last edited by Tusk; Apr 12, 2020 @ 2:50am
gyroninja Apr 12, 2020 @ 2:09am 
As a note the game already dynamically changes the resolution and upscales / supersamples to the displays resolution.
gyroninja Apr 12, 2020 @ 2:15am 
Originally posted by weich:
in a VR game? doubt it
This would be an interesting thing to analyze. With upscaling the image may not be coherent between the two camera locations (your eyes). Perhaps a machine learning approach could come up with a way that could improve on that.
Vincent294 Apr 12, 2020 @ 2:42am 
Originally posted by janks:
I’d rather see VRSS.
Up on that, the GTX 16 series only has VRSS, so more cards would be supported. I don't expect them to prioritize such given Linux support and level editor work that needs to be done, but it would be nice. Heck even Intel does VRSS and I believe Big Navi is adding it too.
Tusk Apr 12, 2020 @ 2:54am 
But VRSS is done on the driver side, not game side, you can turn it on.
Variable Rate Supersampling (VRSS) expands on Turing’s Variable Rate Shading (VRS) feature to deliver image quality improvements by performing selective supersampling. This can also be selectively engaged only if idle GPU cycles are available. VRSS is completely handled from within the NVIDIA display driver without application developer integration.
source: https://devblogs.nvidia.com/nvidia-vrss-a-zero-effort-way-to-improve-your-vr-image-quality/
janks Apr 12, 2020 @ 3:00am 
Originally posted by Tusk:
But VRSS is done on the driver side, not game side, you can turn it on.
Variable Rate Supersampling (VRSS) expands on Turing’s Variable Rate Shading (VRS) feature to deliver image quality improvements by performing selective supersampling. This can also be selectively engaged only if idle GPU cycles are available. VRSS is completely handled from within the NVIDIA display driver without application developer integration.
source: https://devblogs.nvidia.com/nvidia-vrss-a-zero-effort-way-to-improve-your-vr-image-quality/

Nvidia still needs to add support in the driver for VRSS on a per game basis. You can see a list of currently supported games in the article you linked.
Tusk Apr 12, 2020 @ 3:06am 
Those are just the verified games. You can apply and have your game show up there. But either way it has nothing to do with Valve implementing it, other than they might need to implement forward rendering for MSAA for DX11 support. Since the game works on Win7 I'd imagine it uses DX11 still.
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Date Posted: Apr 11, 2020 @ 3:30pm
Posts: 24