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Will the upcoming DLSS be of any help in "CPU bound" situations?


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Posted

Or.. will it help CPU in any way?

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Posted
20 minutes ago, Ahogephilia said:

 

just using CPU to reduce GPU usage.

What? That‘s a hard no again. 

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Posted

DLSS uses tensor cores on the GPU, not the CPU. The overhead should be minimal. That said, in MT, it's quite unlikely CPU-limited scenarios will be affected by it. While pushing less pixels overall is good for CPU, with multithreading the load from graphics is being spread out, so if you're CPU limited, it's probably the logic thread.

The effect of DLSS will be essentially similar to changing the resolution. So if you want a taste of how DLSS will run, try cutting the resolution and imagine it'll run like this, but look a lot like a full resolution picture.

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Posted
32 minutes ago, Ahogephilia said:

 

just using CPU to reduce GPU usage.

If you don't know what DLSS is you should say you are just guessing... 

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Posted

DLSS will reduce (a bit) the VRAM usage but if you are on a CPU bottlenecked scenerio you will not have any performance boost.

The only thing about DLSS that will get you a perfomance boost on that scenario is Frame Generation and, as far i know, we will not get it, at least at first

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Posted
1 hour ago, 5ephir0th said:

The only thing about DLSS that will get you a perfomance boost on that scenario is Frame Generation and, as far i know, we will not get it, at least at first


Got a link to confirm that?

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Posted

Thanks, guys. I figured it was going to be like that.
After upgrading graphics card, I cranked up the eyecandy. Most of the time I see 80-90 fps with smooth sailing.

But on "Battle for Saipan; Dawn invasion" (AH-64 mission) for example, the CPU bound goes to into orange/red.

Felt an urge to go "yipee" when reading about the DLSS. Initally, but then I thought it through.
Strange thing is, it seem that the graphics quality also degrade in this scenario. More aliasing, and shorter "visible radius"

Still; it is going to do ehrm.. something, and add another moment to the balancing act that is DCS.
 

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Posted (edited)
4 hours ago, Mr_sukebe said:


Got a link to confirm that?

What cofirmation you need? It just how it works

On DLSS every frame its a regular frame just at lower resolution, so the work needed from the CPU is the same that having DLSS off while on Frame Generation CPU its not needed for the "fake" frames as all the work needed for it its done GPU, thats why it increases performance even on a CPU bottlenecked scenario

Edited by 5ephir0th

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Posted

The extra frames (from DLSS 3.0) are fake so clearly there isn’t any limit to them either from the CPU or GPU. What’s funny is any in-game frame rate counter probably won’t show them which is a bit confusing at first. 

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Posted
9 minutes ago, 5ephir0th said:

What cofirmation you need? It just how it works

On DLSS every frame its a regular frame just at lower resolution, so the work needed from the CPU is the same that having DLSS off while on Frame Generation CPU its not needed for the "fake" frames as all the work needed for it its done GPU, thats why it increases performance even on a CPU bottlenecked scenario

 

The way you wrote you comment implied that 2.9 wouldn’t introduce DLSS 3 (ie with frame generation).  I don’t remember seeing anything from ED suggesting which version they’d introduce 

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Posted
17 minutes ago, Mr_sukebe said:

The way you wrote you comment implied that 2.9 wouldn’t introduce DLSS 3 (ie with frame generation).  I don’t remember seeing anything from ED suggesting which version they’d introduce 

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Posted

Thanks chaps.

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Posted
32 minutes ago, SharpeXB said:

The extra frames (from DLSS 3.0) are fake so clearly there isn’t any limit to them either from the CPU or GPU. What’s funny is any in-game frame rate counter probably won’t show them which is a bit confusing at first. 

Afterburner/RivaStatisticsServer shows them well though.

Admittedly I only ever tested DLSS3 and Frame generation with Cyberpunk 2077, which is certainly a different animal than DCS. I doubt though, that frame generation in particular would play well with DCS. Small details tend to disappear in fast camera movements (e.g. bottles on a table). Thinking of BFM and spotting, I doubt that feature will work better in DCS.

 

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Posted (edited)
44 minutes ago, Hiob said:

Afterburner/RivaStatisticsServer shows them well though.

Admittedly I only ever tested DLSS3 and Frame generation with Cyberpunk 2077, which is certainly a different animal than DCS. I doubt though, that frame generation in particular would play well with DCS. Small details tend to disappear in fast camera movements (e.g. bottles on a table). Thinking of BFM and spotting, I doubt that feature will work better in DCS.

 

I tried the frame generation in MSFS and yes there are some artifacts visible with it. 
For a game like DCS where seeing small details such as distant aircraft is important, I don’t imagine DLSS looking very good. 

Edited by SharpeXB

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Posted

If it supports DLSS 3.0 then it will help in terms of being able to AI generate a frame inbetween two actually simulated and rendered frames. So if a CPU bound scenario is a drop to 60fps (I know, pretty beefy PC already) you'll still have a visual experience closer to 100fps. But DLSS 1.0/2.0 is resolution upscaling. You'll be able to uptick your graphics settings and keep the same average performance. Whatever your CPU bound FPS was is still going to be about the same -- although likely DCS World 2.9 will run a bit differently in other ways as well.

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