MSI GeForce RTX 4070 Ti SuprimX review -
(Raytracing + DLSS2/DLSS3)
Raytracing + DLSS2 / DLSS3
In addition to Raytracing results, we need to consider the performance gains obtained using technologies such as DLSS. It is no longer practical to evaluate all games in this manner due to the additional data sets and necessary time needed for measurements. Example; if we need to test ten games at three different resolutions, we will need to run approximately 30 benchmarks. Raytracing each game adds another 30 test runs, and then further results from sets with DLSS, for example, add another 30 test runs on top of that. For technologies such as Raytracing, FSR, and DLSS over the past two years, the data sets have increased from 30 test runs to nearly 100 test runs. As a result, we've chosen a representative number of rasterized DX11/12 games, a couple of pure raytraced games and then included some FSR and/or DLSS results on this separate page for comparison. We'll first look at traditional DLSS 2.0 before we dive into the magnificence that is DLSS 3.0
DLSS 2.0
DLSS 3.0
Believe it or not, DLSS3 is where new and astounding performance will happen. We don't have heaps of results just yet but first, let's take the DLSS test from 3DMark to get a general idea:
The baseline non-DLSS result set of the test is based on raytracing and ends at 40 FPS on average. As you can see, DLSS3 offers an almost 2.5x performance increase. Our target render resolution for all tests here is 3840x2160 (UHD). So yeah, performance is the potential that DLSS3 offers. But let's move on to a game.
We received a beta press build from NVIDIA that already has DLSS3 support. We measure a jump from 34 FPS with a GeForce RTX 4070 Ti towards ~62 FPS; that's wonderful.
We had some more pre-release builds available; check out F1 2022 will get updated to DLSS3.0; again, Raytracing is enabled. The magic is happening with the new DLSS Frame generation feature. It seems it can solve the more considerable Software/CPU limitations (bottlenecks) your PC has.
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