RTX on! That was a big theme in 2018. Its availability in games was manageable at first, but it has now become mainstream and game developers are increasingly implementing these technologies. Since the real-time calculation (ray tracing) costs a lot of performance, Nvidia has decided to use DLSS, which we could just see. But there are not only DLSS for the more FPS, but also latency problems that you wanted to solve. NVIDIA Reflex is now supposed to untie the knot in the render pipeline, so that the latencies (similar to a frame limiter) in the GPU limit are significantly reduced.
We have already discussed in detail what NVIDIA Reflex and Boost really do in practice. Self-measurement was the order of the day. You can find more reading material on the topic of latencies, reflex etc. on the homepage under the keyword “Reflex” and here in the article linked below. I think that this should be sufficient to fully classify DLSS 3.0. The main thing is the additional frames in connection with Reflex, because we already know the Super Resolution.
Reflex with and without DLSS 3.0
After we are able to measure the system latencies with our equipment, there is now also the possibility to read at least the NVIDIA cards with NVIDIA FrameView via software during the benchmark. Exactly for this, I now have a few final benchmarks for you, which were made without DLSS, as well as with DLSS 2.3 and DLSS 3.0. First the latencies without DLSS:
Now we add DLSS, whereas the generation of the extrapolated intermediate frames currently only works on the RTX 4090. In QHD the limit quite obviously is the CPU, so the time needed for the frame calculation by the AI is not negatively reflected in the result.
However, if we compare the results of the GeForce RTX 4090 in Ultra HD from DLSS without and DLSS 3.0 with the interframe calculation, we see exactly the certain 10 ms that this generation of the additional content via AI now takes. Thus, we are exactly at the value that NVIDIA had also communicated to us.
This concludes today’s chapter on DLSS 3.0 and the other new features, but once again I refer you to the big series of articles that will start tomorrow. Then there are insights and views that you have certainly not seen to this extent before. But since the amount of data is beyond the scope of a launch article like today’s, it simply had to be shared. Advantage: also tomorrow there is a highly interesting and long article to read 🙂
- 1 - Introduction, technical data and technology
- 2 - Test system in igor'sLAB MIFCOM-PC
- 3 - Teardown: PCB, components and cooler
- 4 - Gaming Performance WQHD (2560 x 1440 Pixels)
- 5 - Gaming Performance UHD (3840 x 2160 Pixels)
- 6 - Gaming Performance UHD + DLSS/FSR/XeSS (3840 x 2160 Pixels)
- 7 - DLSS 3.0 and the longest bars
- 8 - NVIDIA Reflex and Latency
- 9 - Workstation graphics and rendering
- 10 - Power consumption and load sharing
- 11 - Load peaks, capping and power supply recommendation
- 12 - Temperatures, clock rate, OC, fans and noise
- 13 - Summary and Conclusion
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