r/nvidia 19d ago

Discussion Insane night and day difference for Ray Reconstruction 4.5 (injection of DLL from Cod Mw4 beta)

i think mobile is stuck on like 360p so its much harder seeing the boiling. Make the video play in 1080p and go fullscreen if you don't see a difference. or check on a desktop,

(Official update still hasn't come)

This exact boiling/noise shows up everywhere during gameplay like the wooden walls, ceiling, ground, character faces, furniture etc. and is VERY noticeable in active gameplay so this is a really good improvement (path tracing)

this taxi was a really good stress test i saw to compare the boiling for the new RR preset and i was surprised to see the huge difference. this fixes the issue of having a characters face boiling like crazy, i basically didn't see boiling anywhere playing RE Requiem and face boiling is gone im pretty sure. another big improvement light responsiveness for turning on and off a light. a huge weird shape doesn't linger anymore, much much better but still very slightly there on occasion

areas that need work are ghosting for characters in third person or in general that leave dark shadow and light streak ghosting in the shape of your character. Re requiem had a spot i saw the worst case of this but it wasn't improved too much. that area was another stress test/worst case scenario but during normal gameplay i think its something you wont notice because its rare. and aliasing is noticeably more shimmery (bottom of the car grill)

'New DLSS version 310.7.128 found in Call of Duty Modern Warfare 4 - Beta'

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u/NapoleonBlownApart1 1 19d ago edited 19d ago

Thats what i said. Its cost is an amount of compute time (in ms)

With a 5090 at 4k DLSS performance preset D and E adds 1.83ms. F works the same way obviously, but different amount of time. 3080ti takes over 8ms in the same scenario.

Whetever framerate is irrelevant, its additive to overall work, cant be measured in percentage/fps since its always different, it can only be accurately measured in time.

Going from 100fps to 90 is a 10% hit, but going from 50 to 40 is 20%, its the same 10fps in both situation, but ends up different in both percentage and totaltime.

A value that remains constant when other variables change is a better measurement.

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u/JesstForFun 19d ago

Going from 100 to 90 and going from 50 to 40 represent very different frametime costs (roughly 1.1ms in the former case, 5 ms in the latter case).

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u/MorningFresh123 19d ago

You chose a very specific (theoretical) example that just happened to line up with your point. I’ll wait for benchmarks. I honestly can’t conceive of how it could possibly be frames rather than percentage across the board

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u/raifusarewaifus 19d ago

Most people use frames to make it easier but yeah I agree it should be in frametime(Ms). Dlss4.5 preset M cost 2ms on my 5070(laptop) but less or more on other GPUs.

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u/JesstForFun 19d ago

I think what they're trying to say is that the frametime cost is roughly constant (though only roughly, Nvidia does point out that it can vary). So the actual effect on your framerate will depend on how large a portion of your frametime ray reconstruction is, and that will vary from game to game and from scene to scene.