![]() In our final image, we can see that DLSS presents increased sharpness in some areas and reduced detail in others. DLSS approximates more detail to create higher resolution images, which by its very nature will produce images that are different to a fully calculated native resolution rendering. This does not apply to all cases, but that is the nature of the technology. More often than not, we found that DLSS on provided better image quality than the game's stock TAA implementation, at least to our eyes. All of these features look sharper when DLSS is enabled, which makes neither DLSS on or DLSS off "better" or "worse" in all cases. Look at the stones and grass at the left-hand side of the image and the rocks in the distance. Look! He said DLSS looks worse when enabled! See? DLSS is worse, right? Wrong! Looking elsewhere in the image we can also see locations where DLSS offers better levels of image quality. In our third shot, we found that certain aspects of the image favoured DLSS off while some favoured DLSS on, with Lara's clothing appearing sharper (look at her shoulder) when she is close to the player's viewport when DLSS is disabled. At 1440p, it is difficult to tell if DLSS is on or off, which speaks volumes as to how well the feature is implemented within the game. As a whole, the image with DLSS appears sharper, but they are both similar enough to make distinguishing between the two difficult in-game.Īgain specular highlights seem larger when DLSS is enabled, making the DLSS image appear brighter in several locations. In this second shot, we can see relatively few differences when DLSS is enabled/disabled, with both providing similar levels of image quality. This trend is also seen in other game locations. To start, we will note that the screenshot with DLSS enabled appears sharper than the native 1440p image, something that is especially noticeable on the cliff-face and the foliage at the left of the shot.Īnother factor we noticed that that specular highlights were much more pronounced when DLSS is enabled, giving the image appear brighter when DLSS is enabled. The image below showcases Lara scaling a cliff-face in an early section of the game. The siders below will enable our readers to be compared the game with DLSS On and DLSS Off. These shots allow us to look at the differences between both pictures with a 1:1 pixel count on our website. Nvidia has had a long time to send Shadow of the Tomb Raider reference images through their supercomputer, though at the time of writing we have not received a "Game Ready driver from the company for Shadow of the Tomb Raider with RTX enabled.Īll of the screenshots below are 800x450 sections of larger 1440p images. After all, this game isn't Metro, and secondly, the game has been available for a while. That said, the performance boost is definitely worth the quality loss in some cases, especially at 4K.Īs we move into Shadow of the Tomb Raider, we cannot expect the same results. Yes, things got a lot better with future game patches ( DLSS Retest here), but the game still could not offer quality levels that fully matched the game at a native 4K resolution. When Metro Exodus launched ( pre-release performance analysis here), we found that the image quality offered by DLSS was not even close to a native resolution presentation. Not only that, but thanks to the power of machine learning, that company's DLSS algorithm will get better over time. When Nvidia first revealed DLSS, they promised to deliver levels of image quality that are superior to TAA while also providing a hefty performance boost.
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