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I wonder why TAAU is an option. It seems to me that TSR makes a better job in every case (and I don't mean just in these videos, but also in all the tests I did myself), and I don't see less CPU/GPU usage with TAAU compared to TSR. (Not that I did very accurate measurements though, I just keep an eye on the global usage percentage.)
And there are other things to test: while moving (for ghosting and flickering effects), and at lower "upsampling presets". (No I am not saying Mastan should record every combination, that's a lot of work! Plus everyone has different hardware and wants something different.)
Given that a key goal of upsampling is to improve performance by rendering (internally) at lower res, I would expect significant gains in CPU/GPU usage when the visual quality is significantly degraded, but that's not what I saw (again, in my own tests). The main gain seems to be when degrading from "native" to quality, and not much after that.
I see a bigger performance gain from reducing the window size, with quality less degraded, than with the most aggressive upsampling settings.
I have the one setting on native cos that was default, and played with TSR and TAAU on the other setting and all I noticed is TSR has some weird wrong looking laser beam reflections of walls that make no sense.
Thanks.
if you are willing to disable TTAU and fallback to classic TAA and tweak it, you can get native res quality and comparable in performance to highest acceptable TSR percentage scale. You can make it fairly sharp, and the only issue will be inevitable ghosting during framedrops.
TSR also has higher overhead on older HW, like GTX1000 series.
Thanks. Well the description in the menu sounded just like that, so that was what I thought! What confused me was I would have thought the 'native' setting was just old school render everything in the chosen resolution, i.e. this upsampling would effectively be off. But I guess that's not right, cos if upsampling was off, why would the upsampling method setting - TSR and TAAU - do anything?? So what does upscaling set to native mean?
DLSS native is officially called DLAA.
Ah I see. Thanks!
DLSS is up scaling (Super Sampling), DLAA is Not up scaling at all (Anti Aliasing).
For picture quality you cant really beat DLAA, but it also needs a lot of power. and it is newer a "native" setting. And very few games supports DLAA "out of the box"
DLAA is DLSS with native resolution. Yes it doesn't have upscaling part but everything else is the same. That's why you can use DLSSTweaks utility to use DLAA for games that don't have DLAA option and only DLSS.
In Talos 2 Demo DLAA is used when you choose DLSS and set quality to Native. That's why in the first post I wrote "Native DLSS" and added DLAA in parentheses.
FSR 3 introduced "Native AA" option btw while FSR 2 doesn't have it.
DLAA doesn't need a lot of power if you forget about upscaling and only think about regular games and the usual antialiasing methods. Game renders aliased picture and then it goes through tensor cores. Fps should be slightly less than the same game with antialiasing turned off.
DLAA do no Upscale OR downscale what so ever, it uses the native resolution settings you chose and add Anti Aliasing.
DLAA focuses on image quality at the cost of performance m while DLSS focus on Performance before image quality (render at lower resolution before upscaling to "native").
(DLAA is advanced TAA). TAA only collects one sample per pixel, DLAA (AI) track motion, lighting changes, and edges throughout the scene and make adjustments accordingly.
DLAA replaces all the other AA-methods in a game supporting it. (you can mod some games to use DLAA)
DLAA is also exclusive to Nvidia’s RTX GPUs. (20-40 series)
Anything but the highest setting for FSR & DLSS is incredibly ugly anyway.
I don't think anybody uses the performance modes.
DLSS Ultra Performance: ratio is 1/3, preset F by default
DLSS Performance: ratio is 1/2, preset D by default
DLLS Balanced: ratio is 0.58, preset D by default
DLSS Quality: ratio is 2/3, preset D by default
DLLS Native/DLAA: ratio is 1, preset F by default
DLSS/DLAA require the game to be rendered without antialiasing and applies its own kind of antialiasing. You could say DLAA applies only antialiasing while DLSS both upscales and applies antialiasing.