Comments on: DLSS VR ‘Into the Radius’ Performance Benchmarked with the Reverb G2 & Valve Index https://babeltechreviews.com/dlss-vr-into-the-radius-performance-benchmarked-with-the-reverb-g2-valve-index/ Tech News & Reviews Mon, 12 Apr 2021 16:30:01 +0000 hourly 1 https://wordpress.org/?v=6.6.1 By: Ilias Kapouranis https://babeltechreviews.com/dlss-vr-into-the-radius-performance-benchmarked-with-the-reverb-g2-valve-index/#comment-3201 Mon, 12 Apr 2021 16:30:01 +0000 /?p=22837#comment-3201 In reply to apoppin.

Alright, great! Again, it would be useful to see the maximum supersample factor that DLSS can achieve in order to provide some insight about any game’s bottlenecks.

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By: apoppin https://babeltechreviews.com/dlss-vr-into-the-radius-performance-benchmarked-with-the-reverb-g2-valve-index/#comment-3196 Mon, 12 Apr 2021 14:48:45 +0000 /?p=22837#comment-3196 In reply to Ilias Kapouranis.

Excellent suggestions. Thank-you. We are just starting to benchmark DLSS in the first VR game that has been confirmed to use it, and we found – especially with the Reverb G2 and with the Index at 120Hz, that it is very helpful.

We plan to follow up this review with weaker cards (that most users can relate to), and maximum settings at 110% resolution will be sufficient to demonstrate what you are asking us to do.

From this beginning review, DLSS has been confirmed to be working – and Quality DLSS shows almost no compromise in IQ.

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By: Ilias Kapouranis https://babeltechreviews.com/dlss-vr-into-the-radius-performance-benchmarked-with-the-reverb-g2-valve-index/#comment-3191 Sun, 11 Apr 2021 21:14:06 +0000 /?p=22837#comment-3191 In reply to Ilias Kapouranis.

Additionally, if we don’t see performance gains, it could be that the game’s bottleneck is not the GPU at this point.

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By: Ilias Kapouranis https://babeltechreviews.com/dlss-vr-into-the-radius-performance-benchmarked-with-the-reverb-g2-valve-index/#comment-3186 Sun, 11 Apr 2021 21:05:34 +0000 /?p=22837#comment-3186 DLSS is developed to reduce the pixel calculations per frame and deliver more FPS in pixel intensive situations such as 4K.

I think that the current comparison is a bit pointless and probably doesn’t do justice to DLSS. Whenever a comparison is done by NVIDIA or Digital Foundry, they show the fps produced when using Native 4K vs DLSS 4K.

Instead of using 110% supersample and increasing the Hz of the Index, the authors should have increased the supersample factor and then compare the performance. Find a supersample factor where the graphics card starts to struggle with DLSS OFF and then turn it on and measure the performance again. If the measurements are smooth, then that means that DLSS is working and you can try to increase the supersample until you find a point where the graphics card is struggling with DLSS ON.

If the max supersample factor with DLSS ON is way higher than with DLSS OFF and there is almost no compromise in image quality, then DLSS is working.

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By: apoppin https://babeltechreviews.com/dlss-vr-into-the-radius-performance-benchmarked-with-the-reverb-g2-valve-index/#comment-3181 Fri, 09 Apr 2021 17:14:50 +0000 /?p=22837#comment-3181 We just got information from a CM Games Developer on how DLSS 2.1 is implemented:

“The presets and everything else is inside the DLSS plugin and we don’t have much control over it so it should be basically same parameters as for pancake games. Ultra performance takes something like 30% resolution, and goes upwards from there.”

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By: apoppin https://babeltechreviews.com/dlss-vr-into-the-radius-performance-benchmarked-with-the-reverb-g2-valve-index/#comment-3176 Wed, 07 Apr 2021 14:50:17 +0000 /?p=22837#comment-3176 Unconstrained FPS are meaningless when taken by themselves. A headset depends on an exact cadence of framerates delivered precisely and evenly for an ideal VR experience.

The G2 requires above 90Hz/90FPS to deliver exactly 90FPS or they are halved. The Index was tested at 90Hz, and 120Hz requires more out of a video card.

The frametime plots in these cases give the entire picture. DLSS is very important in many of the tested situations to keep the VR experience ideal and out of reprojection.

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By: Tim https://babeltechreviews.com/dlss-vr-into-the-radius-performance-benchmarked-with-the-reverb-g2-valve-index/#comment-3171 Wed, 07 Apr 2021 02:54:05 +0000 /?p=22837#comment-3171 Any thoughts as to why only the Index / 3080 combo showed any improvement to average FPS? You’d think that as the native resolution increases the average frame times would become exclusively GPU bound, which is were you’d expect DLSS to make a big difference.

Fortunately the 99th percentiles frames showed materially uplift with DLSS, and keeping that above the refresh is the most important, but interesting to see how DLSS works in a VR title vs a pancake title.

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