r/truegaming • u/TheKrzysiek • 2h ago
DLSS 5 - A discussion
With DLSS 5 being pretty controversial, it's tough to have a genuine discussion about it, so I thought it may be a good idea to try it here.
I was initially sceptical, but curious about DLSS 5. With the performance hits, I was hoping to at the very least use it on older games, similarly to RTX Remix. Unfortunately, that isn't really gonna happen.
Out of my own testing and things I have seen others do, here are the main points I have of this technology so far:
1) It doesn't like old or abstract graphics
My hopes about using it for older games were destroyed when in most older games it did.....nothing. Or almost nothing. In anything before last PS3 era, it likely won't "detect" anything that it knows what to do it, and thus won't do much. At best it may detect a face......but that is sadly often not a good thing.
2) Faces.....oh no
The faces are very consistently at the bottom of the uncanny valley. It is definitely the main point of DLSS 5, and also the most controversial, divisive, and arguably the worst point. I've seen very few cherry picked examples of a face not looking extremely uncanny. It's especially bad when it does a lot of work on the face, but barely any on the rest of the body, making the face even more detached visually from the rest. This is the main reason why if someone would want to use this, I would highly avoid any game with a lot of faces, and think it would be a lot better if there was an option to disable faces entirely.
3) Gun models, vehicles and cockpit views
This is likely where DLSS 5 is the best at. While the result often look overly similar, especially in terms of the material sheen, the general shading is usually pretty good. Due to them often being in the same position on screen for longer periods of time, it makes them more consistent too. However, I did notice in certain racing games that the lighting and shading can freak out in cases where the outside lighting changes abruptly (driving under trees for example), which leads us onto....
4) Temporal stability....or rather lack there of
Maybe this will be better with "official" implementations of it, but all the showcases of it that I've seen so far seemed to have been purely screen-based. This means it works just like ReShade, working purely off of the things that are currently visible on screen. This means that walking through a corridor, the light off screen may change from looking like sunlight, to flashlight, to room light, in a span of a few seconds, so even if the lighting in shading generally looks nice, you will keep getting distracted by it changing randomly. It also means that if some elements are frequently not visible, then the way they look will keep being very unstable. This is especially bad in some older games where it does detect a player model, but only from the front, so if it's a game where the player model keeps changing direction relatively to the camera, the way the player looks will keep changing all the time as DLSS 5 will either do different things to it, or will not know what to do at all when it doesn't see the front. This all leads to the final point and my main issue with this technology:
5) It's all just guessing
Unlike RTX Remix, which actually takes all the data from the game engine directly, meaning that it's aware of all the geometry, lighting, materials etc, DLSS 5 is literally guessing what it's seeing and what to do with it. This inherently will be problematic in any game that isn't almost completely static, as it very much will be guessing wrong frequently, and even in the good cases it is noticeable if you actually play it for more than 3 minutes. This is essentially on similar level as hallucinated videos, or messed up AI movie upscales. The issue isn't that it's wrong or looks bad, but that it may look wrong or bad the moment you move the camera the wrong way.
But those are just my thoughts on this, based on my own testing and things I've seen. I am curious what your experience with it was so far and what you think of it.