NVIDIA DLSS 2.1 Technology Will Feature Virtual Reality Support
DLSS is becoming a major feature for NVIDIA, with version 2.0 just released, the new 2.1 revision is already being worked on. DLSS is now coming to VR as well.
DLSS 2.1 technology support for virtual reality was announced by NVIDIA. Expectations are high, as this feature allows you to significantly increase game performance without compromising graphical detail.DLSS 2.1 offers a new Ultra-Performance mode for 8K games, according to the company. NVIDIA claims DLSS 2.1 will enable the GeForce RTX 3090 to render games in 8K with the new 9x upscaling capability. In other words, in reality the game will be rendered at 1440p (2560 × 1440 pixels) and then scaled up to 7680 × 4320 on the fly using AI. As you might guess, Wolfenstein: Youngblood is one of the first games to get this feature on GeForce RTX 3090.
NVIDIA announced that the new DLSS 2.1 will bring Virtual Reality, 8K and dynamic resolution support. The introduction of DLSS 2.1 will help deliver more immersive virtual reality titles on next-gen headsets. VR headsets typically deliver a constant 90 FPS frame rate at resolutions up to 2880x1600, and some like the Valve Index take it up to 144. DLSS technology will allow VR games to be rendered natively to half resolution and intelligently scaled to ensure high quality and FPS.
How does DLSS 2.1 work?
NVIDIA Deep Learning Super Sampling (DLSS), is a deep learning technique developed by NVIDIA that uses artificial intelligence to enhance rendered frames. This technology, which must be added individually on a game-by-game basis, enables a significant performance boost by running the game at a lower resolution and by scaling the image with a nearly identical level of detail. This technology is based on the Tensor Cores, which are present in the GPUs of the RTX 20/30 series, which allows a performance increase of up to 70% .
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Senior Member
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Joined: 2012-07-20
In VR, it is fight for every single pixel. There is no space for reduction of IQ.
Would we have access to 4096x4096 screens as fast as those in index, one could get away with faking.
But in VR, pixels cover so big viewing angle that it is like playing on 1280x1024 32'' screen.
And again, we get into absurdity scenarios. Buy expensive headset, buy expensive PC, but cheap out on GPU. Therefore use DLSS x9 to have playable fps at whatever IQ costs it brings.
VR today uses 2880x1600 in case of index. And even 3070 with that good price is able to do above 60fps in most demanding titles.
And there is ASW already for VR. (Which is "fake" => transformation of full resolution already.)
So, imagine DLSS taking your previous frame, moving parts around in way it believes image will look in current frame, then VR taking this frame and moving/warping it again.
More the merrier, right?
I hope AMD improves CAS instead.
Senior Member
Posts: 1363
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Nvidia is desperate for marketing. They try to copy the "hdmi 2.1 is better than hdmi 2.0" . :p Dlss 2.1 with new gpus with more features than dlss 2.0.

Senior Member
Posts: 197
Joined: 2004-08-10
I dont get it..
Is DLSS a software but hardware depended?
You write DLSS 2 is working with RTX 20xx/30xx. But at the same time DLSS 2 in wolfenstein only for 3090 card ?
Senior Member
Posts: 1191
Joined: 2010-01-04
Maybe this will all change in next few days when Facebook announce their next gen headsets.
Maybe it will have some form of next generation foveated rendering or something else - anyone that has seen the videos of the research that Facebook VR division has done in last few years trying to do this will know the massive amount of work & money they have put in, and number of failed prototypes and research done, and none of this work has seen the light of day in a consumer headset yet.
I have a feeling we will have another 2080Ti situation with current headsets (and all the software tricks used currently being obsolete) when or if they come out.
What we need is intelligent foveated rendering with some form of eye tracking, as well as the whole multiple focus depth of field stuff, and this all needs to work with NVidias GPUs to maximise efficiency and not waste time rendering edge of eye areas at same resolution as where the eye is currently looking at - which should be done at full super sampled real resolution with no DLSS type trickery in this area.
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First game to get it is a year old. Let's wait until 2021 to really see how this will be adopted with new games... I don't doubt that CP2077 has a lot of tech toys and gadgets to play with, but other games? Not so sure. Same as with Turing's release and the adoption rate of both RTX and DLSS 1.0 and later in games.