Nvidia has two standout features on its RTX 30-series graphics cards: Ray tracing and DLSS. The PlayStation 5 and Xbox Series X have done a good job introducing most people to ray tracing, but DLSS is still a little nebulous. It’s a little complex, but it lets you play a game at a virtualized higher resolution, maintaining greater detail and higher frame rates without taxing your graphics card as much. It gives you the best of all worlds by harnessing the power of machine learning.
But there’s a little more to the story than that. Here’s everything you need to know about DLSS, how it works, and what it can do for your PC games.
DLSS stands for deep learning super sampling. The “super sampling” bit refers to an anti-aliasing method that smooths the jagged edges that show up on rendered graphics. Over other forms of anti-aliasing, though, SSAA (supersampling anti-aliasing) works by rendering the image at a much higher resolution and using that data to fill in the gaps at the native resolution.
The “deep learning” part is Nvidia’s secret sauce. Using the power of machine learning, Nvidia can train A.I. models with high-resolution scans. Then, the anti-aliasing method can use the A.I. model to fill in the missing information. This is important, as SSAA usually requires you to render the higher resolution image locally. Nvidia does it offline, away from your computer, providing the benefits of supersampling without the computing overhead.
This is all possible thanks to Nvidia’s Tensor cores, which are only available in RTX GPUs (outside of data center solutions, such as the Nvidia A100). Although RTX 20 series GPUs have Tensor cores inside, the RTX 3060, 3060 Ti, 3070, 3080, and 3090 come with Nvidia’s second-generation Tensor cores, which offer greater per-core performance.
Nvidia is leading the charge in this area, though AMD’s upcoming Super Resolution feature could provide some stiff competition.
DLSS is the result of an exhaustive process of teaching Nvidia’s A.I. algorithm to generate better-looking games. After rending the game at a lower resolution, DLSS infers information from its knowledge base of super-resolution image training, to generate an image that still looks like it was running at a higher resolution. The idea is to make games rendered at 1440p look like they’re running at 4K, or 1080p games to look like 1440p. DLSS 2.0 offers 4x resolution, allowing you to render games at 1080p while outputting them at 4K.
More traditional super-resolution techniques can lead to artifacts and bugs in the eventual picture, but DLSS is designed to work with those errors to generate an even better-looking image. It’s still being optimized, and Nvidia claims that DLSS will continue to improve over the months and years to come, but in the right circumstances, it can deliver substantial performance uplifts, without affecting the look and feel of a game.
Where early DLSS games like Final Fantasy XV delivered modest frame rate improvements of just five to 15 fps, more recent releases have seen far greater improvements. With games like Deliver us the Moon, and Wolfenstein: Youngblood, Nvidia introduced a new A.I. engine for DLSS, which we’re told improves image quality, especially at lower resolutions like 1080p, and can increase frame rates in some cases by over 50%.
There are also new quality adjustment modes that DLSS users can make, picking between Performance, Balanced, and Quality, each focusing the RTX GPU’s Tensor core horsepower on a different aspect of DLSS.
DLSS forces a game to render at a lower resolution (typically 1440p) and then uses its trained A.I. algorithm to infer what it would look like if it were rendered at a higher one (typically 4K). It does this by utilizing some anti-aliasing effects (likely Nvidia’s own TAA) and some automated sharpening. Visual artifacts that wouldn’t be present at higher resolutions are also ironed out and even used to infer the details that should be present in an image.
As Eurogamer explains, the A.I. algorithm is trained to look at certain games at extremely high resolutions (supposedly 64x supersampling) and is distilled down to something just a few megabytes in size, before being added to the latest Nvidia driver releases and made accessible to gamers all over the world. Originally, Nvidia had to go through this process on a game-by-game basis. Now, with DLSS 2.0, Nvidia provides a general solution, so the A.I. model no longer needs to be trained for each game.
In effect, DLSS is a real-time version of Nvidia’s screenshot-enhancing Ansel technology. It renders the image at a lower resolution to provide a performance boost, then applies various effects to deliver a relatively comparable overall effect to raising the resolution.
The result can be a mixed bag but in general, it leads to higher frame rates without a substantial loss in visual fidelity. Nvidia claims frame rates can improve by as much as 75% in Remedy Entertainment’s Control when using both DLSS and ray tracing. It’s usually less pronounced than that, and not everyone is a fan of the eventual look of a DLSS game, but the option is certainly there for those who want to beautify their games without the cost of running at a higher resolution.
In Death Stranding, we saw significant improvements at 1440p over native rendering. Performance mode lost some of the finer details on the back package, particularly in the tape. Quality mode maintained most of the detail while smoothing out some of the rough edges of the native render. Our “DLSS off” screenshot shows the quality without any anti-aliasing. Although DLSS doesn’t maintain that level of quality, it’s very effective in combating aliasing while maintaining most of the detail.
We didn’t see any over-sharpening in Death Stranding, but that’s something you might encounter while using DLSS.
DLSS has the potential to give gamers who can’t quite reach comfortable frame rates at resolutions above 1080p the ability to do so with inference. DLSS could end up being the most impactful feature of Nvidia’s RTX GPUs moving forward. They aren’t as powerful as we might have hoped, and the ray-tracing effects are pretty but tend to have a sizable impact on performance, but DLSS gives us the best of both worlds: Better-looking games that perform better, too.
Originally, it seemed like DLSS would be a niche feature for low-end graphics cards, but that’s not the case. Instead, DLSS has enabled games like Cyberpunk 2077 and Control to push visual fidelity on high-end hardware without making the games unplayable. DLSS elevates low-end hardware while providing a glimpse into the future for high-end hardware.
Nvidia has shown the RTX 3090, a $1,500 GPU with 24GB of memory, rendering games like Wolfenstein: YoungBlood at 8K with ray tracing and DLSS turned on. Although wide adoption of 8K is still far off, 4K displays are becoming increasingly common. Instead of rendering at native 4K and hoping to stick around 50-60 fps, gamers can render at 1080p or 1440p and use DLSS to fill in the missing information. The result is higher frame rates without a noticeable loss in image quality.
Throughout the future, DLSS will only continue to improve because it operates via a neutral network. To our benefit, the original DLSS had far more artifacts than the current DLSS 2.0. That means that games like Death Stranding have a clearer picture compared to other image-reconstruction tools — like checkerboard rendering. While DLSS makes games look amazing, it does matter if the games are compatible with DLSS technology or not.
That list is growing. There are currently 50 games that support DLSS 2.0 technology, a significant number of which came out in the last year.
DLSS is easy enough to enable, and it overpowers RTX GPUs; we could soon see it in many new games over the next couple of years. If this technology booms the way we at Digital Trends expect it to, AMD will have to integrate something similar just so they can stay relevant in the gaming market.
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