A new advancement in upscaling technology has surfaced, which serves as an enhancement to NVIDIA’s existing DLSS3. Despite the absence of updates on AMD FSR3 and the open-sourcing of XeSS, NVIDIA remains committed to gaining attention with the latest version of DLSS (Deep Learning Super Sampling). This AI-powered algorithm has seen four significant releases so far: DLSS1 (March 2020), DLSS 2.3 (November 2021), DLSS 3 (October 2022), and DLSS 3.1 (January 2023). The most recent update seems to concentrate on enhancing ray tracing capabilities.
DLSS 3.5 is honing in on Ray Tracing Reconstruction (RR), providing a noticeably improved visual encounter in contrast to conventional denoising methods. According to NVIDIA, Ray Reconstruction has undergone training on a dataset five times larger than DLSS3’s. It has learned to integrate supplementary game and software engine data, identify different ray-traced effects, differentiate between favorable and unfavorable temporal and spatial pixels, and retain high-frequency data for upscaling purposes.
The use of denoising techniques was discovered to remove vital data necessary for upscaling, causing a depletion of color information both during denoising and the subsequent upscaling process. Additionally, conventional approaches might generate incorrect lighting effects because of the accumulation of pixels from previous frames, frequently resulting in ghosting artifacts.
Denoisers also play a role in producing inadequate global illumination and reflections of lesser quality, as there exists insufficient data for interpolation. However, this will not hold true for Ray Reconstruction, which stands as the central highlight of the DLSS 3.5 update.
NVIDIA has officially announced that DLSS 3.5 is set to premiere during the upcoming autumn season. It will be showcased in games like Cyberpunk 2077: Phantom Liberty, Portal with RTX, and Alan Wake 2. Moreover, it will be accessible on the NVIDIA Omniverse Platform, Chaos Vantage, and D5 Renderer. The “RR” technology will be compatible with all RTX GPUs, unlike Frame Generation.
Images Credit: NVIDIA