it looks like it fixed also the ghosting effect paired with frame gen.
before when looking at the skybox and moving the camera, there was some sort of ghosting effect for me which was weird, due to frame gen.
but now with dlss4 it seems it fixed this and is very sharp with still nice fps, and the ghosting effect is gone, which is very nice.
Yea I was too busy trying to compare static screenshots. It really comes about when there is fast movement and minimising ghost trail. I suspect 4K owners will benefit most from DLSS performance as really 1080p/1440p would just use DLSS quality with little performance impact anyway because upscale range is smaller than 4K.
But hey if anyone running an over spec vs resolution i.e. RTX 4090 @ 1440p or RTX 4080 @ 1080p and donât need DLSS because theyâre capable of running native rendering easily then DLAA is an option as it uses native and not upscaling and probably better than in game TAA for anti aliasling.
For example. I noticed Black Myth Wukong (unreal engine 5) has no option for native. It forces you to use an upscaler. So if DLSS quality looks blurry in 1080p then only other option is DLAA, which is more performance impact but looks better then have to consider turning down some other graphical options for preferred fps. So may not even have choice of native in some games in future for unreal engine.
We probably wonât be seeing anything out there of someone doing in depth youtube comparison quality and performance across different resolutions/upscalers for Darktide to really compare.
BTW, the nV StreamLine abstraction (middle) layer that DT uses was updated recently.
Some talk about it Reddit - Dive into anything
It may have benefits here too for the other stuff besides DLSS (reflex, frame gen). See the sl*.dll files in the bin/x64, I just copied all the files in that folder from the github source (zip or loose).
Keep stuff like this in mind regard framerate graphs and frame gen Reddit - Dive into anything
From the MSI Afterburner dev:
Do you really feel much worse smoothness with frame generation, or frametime look is the only thing that confuses you? NVIDIA moved framepacing from pipeline input side (where you monitoring frametimes) to pipeline output to use flip metering hw on 5000 series, such jigsaw/fat frametime on pipeline input is pretty normal and expected. Iâd expect that they use software framepicing on pipeline output side instead of flip metering for 4000 series too,
Added RTSS overlay compatibility with Smooth Motion in Direct3D11 games
Smooth Motion Direct3D12 compatibility path (which previously required manually setting QueueDetection to 2) is also automatically enabled now, when RTSS detects NVIDIA Smooth Motionâs hook module (nvpresent64.dll) is detected in context of 3D application.
You can use a tool like DLSS Swapper to manually force DLSS 4 and the newest Frame Gen.
Have played a little with it. Visually it looks great, even seemed to get better performance, but also seemed to add a random stutter that kind of negated any benefits.
How did you guys get it to run stable? I have been running Preset J as I heard K is worse, and all i get is Device Hung errors
I tested with J when it did it work before crashing and its a night and day difference to my eye, much more detail better sharpness, looks more balanced.
Not sure where you heard K is worse, by all accounts itâs the one to use for most games,but TBH I havenât done much testing vs J so it could be youâre right for DT and it is better.
Not sure why youâre crashing, it may be other settings? Iâm running preset K just fine in the Psykhanium, no FrameGen.
There was also a new DLSS Swapper 2 days ago with more bells and whistles, but Iâm forcing latest DLSS in the nV app which renders it somewhat moot though itâs aware of the latest DLSS now.
Try updating the StreamlineDLLs too, I manually updated mine as I listed above?
Do you have HAGS on? I think DLSS needs it on. Keep in mind some stuff like FireFox can interfere with games, it makes my DT very stuttery to where you can see it blatantly stutter if you use something like RTX HDR. For troubleshooting especially, turn off overlays (especially for WIn10m there are under the hood diffs in later Win11 versions and older OSes).
I have HAGS enabled, rebar, and tried J and K preset with Latest set in Nvidia App, getting Device Hung DXGI error, nukd drivers with ddu and same thing. Canât get it working. Might have to wait for FS to implement it natively, if they ever do.
I do use Ray Tracing, FrameGen and the Overlay. I dont get stutters, never have, just crashing wen trying to use dlss 4
You guys keep saying this but I donât think youâre understanding it, itâs basically already implemented natively via nV StreamLine thin abastraction layer, and exists for supporting the other vendors too. It would be surprising if it was causing issues but is unlikely to change regardless as that would mean more work. DirectSR will be a thing in the future for DLSS etc., and thatâs the only thing likely to supplant StreamLine for those games that use it.
Have you tried w/ RT, FG and overlays off? Process of elimination here, and which FG nVidiaâs or AMDâs FSR? Updated Streamline to 2.72 which may be needed for latest RT and FG? Any overrides in in new nVApp for anything or manually updated DLLs? To which ver? For which DLLs? A lot of variables at play.
Try: Update streamline DLLs, update all the DLLs manually or with the recent DLSS Swapper and set them to latest in nvApp just 'cause.
FWIW I just ran RT on hi, FSR FR and DLSS latest in psykanium w no crashes, no overlays but I do have RTX HDR forced on, on W11.23H2, EVGA 3080 FTW3 undervolted, so no nV FG. âLatestâ in app so preset K.
P.S. Rebar is disabled by default for DT profile even if itâs on system-wide, nV selectively turns it on for some games afaik and best let them do that:
P.P.S. Besides game logs, Win Event Viewer logs may have more info on these types of crashes, and they often are aggregated and show up in the Reliability History (Start->Reliability)
Nvidia used Darktide to as an example as what DLSS 4 can do in their marketing materials. Iâm sure they wouldnât have done that if DLSS 4 wasnât coming to DT.
For the StreamLine DLLs yes, likely, though in the past there wasnât a huge need to update afaik, if ever as it was mostly the DLSS or DLSS-FG that were of interest.
The new auto-use-latest feature in nV App essentially does away with some manual updates being needed.
But yeah, a tiny little batch file to copy the newer files back is beyond trivial, hell have it called from the mod patcher batch file too.
Sorry to hear about your persisting woes! Just out of curiosity what does your log file say for your error? Event viewer error entry?
Youâll still be rendering natively at 60FPS/120FPS and that means your input latency is still as if such regardless of how smooth it seems. Thatâs why Nvidia say frame generation x4 has no additional impact well that is because the native rendering hasnât changed between x2 to x4.
With that GPU - Youâll see how you can reach 300FPS or something but with such large frame drops in this game down to 90-120FPS you can feel it more with such a large difference.
With 5080/5090 you might be better off capping at say 240FPS (in nvidia driver level), put everything on high, so the FPS difference drops are less jarring. Then not using frame generation because now your input latency will be based on 240fps. In a fast paced game like this youâll get better experience.
In fact even if someone has a 144Hz monitor, even though no visual benefit. Having additional FPS over your monitor refresh rate has input latency benefit.
DLSS upscaling is good in sense that if it increases your FPS then it reduces input latency. Frame generation doesnât. It creates more mismatch between mouse delay and refresh rate of monitor.
Yes, I have a 5080, but I also play on 4K. Without RT and with DLSS 4 Performance and FG 2x, I have between 120 - 240 FPS. The PCL (latency of the whole system) is around 20-35. I also have a 240Hz monitor. With Alan Wake and Cyberpunk, it really plays better with 4x FG at constantly over 200FPS than without FG. Thatâs why I wanted to reach a constant 240 FPS in Darktide and see if itâs the same there. I get along well with FG 2x in Darktide. From 2 to 4 is only minimal in PCL. But running the 240Hz at full speed, even with a lot of action and possibly in DLSS 4 Quality mode, would certainly also be good.
Thatâs the thing. If you have a 240 Hz monitor and high basic FPS including DLSS 4, then FG sometimes feels really playable! And it only makes a minimal difference whether 2x or 4x! So with the PCL. The FPS benefits significantly and with the 240Hz also the feel of the game. So 4x with 240Hz feels better than 2x with 150Hz / FPS! You have to try it out, but itâs definitely the case in Cyberpunk and Alan Wake 2!!!
Thats why i like the way of Nvidia but to use it, you need a lot Hardware. But if you have ist working! And if they push reflex 2 and half the PCL, we got all we need!
EDIT:
I have now tried various DLLs from Cyberpunk and Alan Wake. None of them work. Unfortunately, you canât customize FG in the Nvidia app yet. So, Iâll just have to wait.