So Xenoblade 3, uses temporal upscaling, that's allowed them to go nuts on having these huge mechs and structures in the background.
It's a huge improvement over Xeno 2.
I'm confused as to why it wouldn't be being used? Or how the games would be running as they were without it being used, for that matter. I remember watching videos ages ago where they were messing around with DLSS at low resolution as you mentioned...so I also don't get their justification for missing it. It's all a bit bizarre?
DF did tests with what they assumed to be a similarly specced PC and it turned out that DLSS would take too long to process for it to be feasible on Switch2. As such they figured it wasn't possible.
That begs the question as to what happened. Did DF muss the ball on the specs? Does the ability to program 'to the metal' increase performance by such significant margins? Or does the Switch2 run a heavily modified version of DLSS?
DF getting this wrong isn't all that surprising to me. They are largely self-taught and create their own methods and tools for analysis. Switch 2 DLSS is different than what they are used to and they need time to figure it out. .
Foolz said:I'm confused as to why it wouldn't be being used? Or how the games would be running as they were without it being used, for that matter. I remember watching videos ages ago where they were messing around with DLSS at low resolution as you mentioned...so I also don't get their justification for missing it. It's all a bit bizarre?
Well once they updated their story today they said was remarkably clean.
So in famiboards the speculation was that on PC DLSS has to run with various different combinations of components. But with fixed hardware they essentially have a set target and set budget, so they can tune it better?
SupremeAC said:DF did tests with what they assumed to be a similarly specced PC and it turned out that DLSS would take too long to process for it to be feasible on Switch2. As such they figured it wasn't possible.
That begs the question as to what happened. Did DF muss the ball on the specs? Does the ability to program 'to the metal' increase performance by such significant margins? Or does the Switch2 run a heavily modified version of DLSS?
No the laptop Rich built to simulate Switch 2 was using DLSS.
He was saying it might be unfeasible to achieve 4k using DLSS given the frametime cost. But 1440p with Death Stranding worked.
I guess they didn't expect it to be used to upscale from low resolutions up to 1080p.
Ravenprose said:Richard and Alex said a few days ago that it appears the Switch 2 is using some kind of DLSS "Lite" mode and it doesn't look the same as PC DLSS.
DF getting this wrong isn't all that surprising to me. They are largely self-taught and create their own methods and tools for analysis. Switch 2 DLSS is different than what they are used to and they need time to figure it out. .
Yeah that was a theory. But they also just repeated for ages that they saw no evidence of it being used until CDPR corrected them.
Now I'm wondering if Prime 4 is using it.
But given the low resolutions seen so far, it's obvious that it's not going to get 4k DLSS of modern games. Unless they suddenly say Prime 4 is using it.
Anyhow, one thing I speculated ages ago, was, what's stopping NVIDIA from swapping in more modern and powerful tensor cores on S2?
There were Nvidia engineers telling Mooreslawisdead that it's Ampere based but has back ported Lovelace features.
Rich on DF noted that without a DLA deep learning accelerator on the t234, it likely wouldn't have the power to do 4k DLSS.
But what I was thinking, it's speculation but it kinda makes sense. When SW2 was shown in the direct the creator and lead engineer of DLSS tweeted that he went to Nintendo many years ago when DLSS 2 was out to demo the technology to Nintendo and how he was so proud that it's part of the system today.
So here's my speculation, if he demoed it that long ago when DLSS 2.0 was the latest version; it's not like development of S2 or DLSS ended there. NVIDIA must have had a roadmap, of like, here's where we expect it to be in 2025 and here's the hardware we have planned for that year.
It's just my wishful thinking but what if they had a dedicated DLA so there wouldn't be as much of a performance hit on the GPU? That's not true because it's outputting 1080p in SF6 and Cyberpunk.
But seriously, couldn't they have swapped in more advanced tensor cores and raytracing? Or is everything so integrated that it wouldn't be possible? I did read a user saying it had 4th gen tensor cores, without any evidence.
Other leakers with dev links have said its using DLSS 3 or 3.5 and would support ray reconstruction but not frame generation.
I find Ubisofts games the most interesting atm with Star Wars Outlaws and AC Shadows. Will they be slideshows?
It appears Streetfighter 6 on Switch 2 uses DLSS.
https://youtu.be/Z2NPo-hoBps?si=lep8lEkVjM2_U1Mw
Not only in the treehouse footage which was shown 2 hours after the direct, but actually in the direct footage too.
Somehow they couldn't tell what I as a non PC gaming scrub could tell a mile away using my own tired peepers.
People have started calling them Digital Floundry.
No, I like them and it's good that they come back and clarify these details. It's the early speculation that is making them look bad.
Anyhow, they say SF6 is 540p to 1080p and that it looks remarkable, clean.
Alex literally did a Control 540p to 1080p and showed us the results looked better than native 1080p so it's a shame he didn't catch it.
Video below
https://youtu.be/YWIKzRhYZm4?si=kAExD5IRePb_PyhG
So my earlier post was: either DLSS is not being used so may be applied later for a better look. Or it's so good, or so bad that DF can't notice it.
I'm 2 for 2 so far lol. I could tell from cyberpunk when that blond woman's hair was over sharpened and artifacted.
So it must be being used in Elden Ring given those screens I posted. Pretty remarkable tool.